mirror of
https://github.com/jcreek/CosmicClash.git
synced 2026-09-17 13:12:01 +00:00
Compare commits
8 Commits
b7f646ba48
...
d229bccd19
| Author | SHA1 | Date | |
|---|---|---|---|
| d229bccd19 | |||
| 341a67f6da | |||
| 33952b3cd0 | |||
| 57a298dc06 | |||
| 7e217df898 | |||
| 0285116ddc | |||
| 0223b55de8 | |||
| e0a1cbaf6d |
@@ -1,93 +0,0 @@
|
||||
Copyright 2018 The Orbitron Project Authors (https://github.com/theleagueof/orbitron), with Reserved Font Name: "Orbitron"
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at:
|
||||
http://scripts.sil.org/OFL
|
||||
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide
|
||||
development of collaborative font projects, to support the font creation
|
||||
efforts of academic and linguistic communities, and to provide a free and
|
||||
open framework in which fonts may be shared and improved in partnership
|
||||
with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and
|
||||
redistributed freely as long as they are not sold by themselves. The
|
||||
fonts, including any derivative works, can be bundled, embedded,
|
||||
redistributed and/or sold with any software provided that any reserved
|
||||
names are not used by derivative works. The fonts and derivatives,
|
||||
however, cannot be released under any other type of license. The
|
||||
requirement for fonts to remain under this license does not apply
|
||||
to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright
|
||||
Holder(s) under this license and clearly marked as such. This may
|
||||
include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the
|
||||
copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as
|
||||
distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting,
|
||||
or substituting -- in part or in whole -- any of the components of the
|
||||
Original Version, by changing formats or by porting the Font Software to a
|
||||
new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical
|
||||
writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining
|
||||
a copy of the Font Software, to use, study, copy, merge, embed, modify,
|
||||
redistribute, and sell modified and unmodified copies of the Font
|
||||
Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components,
|
||||
in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled,
|
||||
redistributed and/or sold with any software, provided that each copy
|
||||
contains the above copyright notice and this license. These can be
|
||||
included either as stand-alone text files, human-readable headers or
|
||||
in the appropriate machine-readable metadata fields within text or
|
||||
binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font
|
||||
Name(s) unless explicit written permission is granted by the corresponding
|
||||
Copyright Holder. This restriction only applies to the primary font name as
|
||||
presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font
|
||||
Software shall not be used to promote, endorse or advertise any
|
||||
Modified Version, except to acknowledge the contribution(s) of the
|
||||
Copyright Holder(s) and the Author(s) or with their explicit written
|
||||
permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole,
|
||||
must be distributed entirely under this license, and must not be
|
||||
distributed under any other license. The requirement for fonts to
|
||||
remain under this license does not apply to any document created
|
||||
using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are
|
||||
not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
|
||||
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF
|
||||
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT
|
||||
OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE
|
||||
COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
|
||||
INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL
|
||||
DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
|
||||
FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM
|
||||
OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
Binary file not shown.
@@ -1,36 +0,0 @@
|
||||
[remap]
|
||||
|
||||
importer="font_data_dynamic"
|
||||
type="FontFile"
|
||||
uid="uid://bhbpb712ouagv"
|
||||
path="res://.godot/imported/Orbitron-Medium.ttf-0d3cd88166f12a3096066c2eef570744.fontdata"
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://assets/fonts/Orbitron-Medium.ttf"
|
||||
dest_files=["res://.godot/imported/Orbitron-Medium.ttf-0d3cd88166f12a3096066c2eef570744.fontdata"]
|
||||
|
||||
[params]
|
||||
|
||||
Rendering=null
|
||||
antialiasing=1
|
||||
generate_mipmaps=false
|
||||
disable_embedded_bitmaps=true
|
||||
multichannel_signed_distance_field=false
|
||||
msdf_pixel_range=8
|
||||
msdf_size=48
|
||||
allow_system_fallback=true
|
||||
force_autohinter=false
|
||||
modulate_color_glyphs=false
|
||||
hinting=3
|
||||
subpixel_positioning=4
|
||||
keep_rounding_remainders=true
|
||||
oversampling=0.0
|
||||
Fallbacks=null
|
||||
fallbacks=[]
|
||||
Compress=null
|
||||
compress=true
|
||||
preload=[]
|
||||
language_support={}
|
||||
script_support={}
|
||||
opentype_features={}
|
||||
File diff suppressed because one or more lines are too long
+1
-14
@@ -1,10 +1,9 @@
|
||||
[gd_scene load_steps=10 format=3 uid="uid://c8kak2l3m4n5"]
|
||||
[gd_scene load_steps=9 format=3 uid="uid://c8kak2l3m4n5"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://du7y176h5aaq4" path="res://scripts/HUDController.gd" id="1_hud_controller"]
|
||||
[ext_resource type="Script" path="res://scripts/hud_attitude_indicator.gd" id="2_adi"]
|
||||
[ext_resource type="Script" path="res://scripts/hud_heading_tape.gd" id="3_tape"]
|
||||
[ext_resource type="Script" path="res://scripts/hud_gauge.gd" id="4_gauge"]
|
||||
[ext_resource type="Theme" path="res://themes/hud_theme.tres" id="5_theme"]
|
||||
|
||||
[sub_resource type="LabelSettings" id="LabelSettings_hud"]
|
||||
font_size = 32
|
||||
@@ -51,7 +50,6 @@ anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 2
|
||||
theme = ExtResource("5_theme")
|
||||
|
||||
[node name="ScoreboardPanel" type="PanelContainer" parent="Control"]
|
||||
layout_mode = 1
|
||||
@@ -120,17 +118,6 @@ label_settings = SubResource("LabelSettings_kickoff")
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
|
||||
[node name="ImpactFlash" type="ColorRect" parent="Control"]
|
||||
visible = false
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
mouse_filter = 2
|
||||
color = Color(0.72, 0.9, 1, 0)
|
||||
|
||||
[node name="GoalCelebration" type="Control" parent="Control"]
|
||||
visible = false
|
||||
layout_mode = 1
|
||||
|
||||
@@ -1,17 +1,8 @@
|
||||
[gd_scene load_steps=5 format=3]
|
||||
[gd_scene load_steps=4 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://scripts/ship_camera.gd" id="1_rig"]
|
||||
[ext_resource type="Shader" path="res://shaders/post_process.gdshader" id="2_post"]
|
||||
|
||||
[sub_resource type="CameraAttributesPractical" id="CameraAttributes_gameplay"]
|
||||
dof_blur_far_enabled = true
|
||||
dof_blur_far_distance = 24.0
|
||||
dof_blur_far_transition = 14.0
|
||||
dof_blur_near_enabled = true
|
||||
dof_blur_near_distance = 1.25
|
||||
dof_blur_near_transition = 0.75
|
||||
dof_blur_amount = 0.08
|
||||
|
||||
[sub_resource type="ShaderMaterial" id="ShaderMaterial_post"]
|
||||
shader = ExtResource("2_post")
|
||||
|
||||
@@ -20,7 +11,6 @@ script = ExtResource("1_rig")
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="."]
|
||||
current = true
|
||||
attributes = SubResource("CameraAttributes_gameplay")
|
||||
|
||||
[node name="PostProcess" type="CanvasLayer" parent="."]
|
||||
layer = 0
|
||||
|
||||
@@ -18,7 +18,6 @@ class_name HUDController
|
||||
@onready var result_panel = get_node_or_null("Control/ResultOverlay/Center/ResultPanel")
|
||||
@onready var result_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/ResultLabel")
|
||||
@onready var final_score_label = get_node_or_null("Control/ResultOverlay/Center/ResultPanel/VBox/FinalScoreLabel")
|
||||
@onready var impact_flash = get_node_or_null("Control/ImpactFlash")
|
||||
@onready var goal_celebration = get_node_or_null("Control/GoalCelebration")
|
||||
@onready var goal_tint = get_node_or_null("Control/GoalCelebration/Tint")
|
||||
@onready var goal_title = get_node_or_null("Control/GoalCelebration/Center/GoalTitle")
|
||||
@@ -32,7 +31,6 @@ class_name HUDController
|
||||
|
||||
var ship: Node
|
||||
var _last_score := {0: 0, 1: 0}
|
||||
var _impact_flash_tween: Tween
|
||||
var _goal_tween: Tween
|
||||
|
||||
func _ready():
|
||||
@@ -177,18 +175,6 @@ func _flash_score_label(label: Label) -> void:
|
||||
tween.tween_property(label, "scale", Vector2(1.0, 1.0), 0.2)
|
||||
|
||||
|
||||
func flash_impact(intensity: float) -> void:
|
||||
if not impact_flash or not is_instance_valid(impact_flash):
|
||||
return
|
||||
if _impact_flash_tween and _impact_flash_tween.is_valid():
|
||||
_impact_flash_tween.kill()
|
||||
impact_flash.color = Color(0.72, 0.9, 1.0, lerpf(0.06, 0.24, intensity))
|
||||
impact_flash.visible = true
|
||||
_impact_flash_tween = create_tween()
|
||||
_impact_flash_tween.tween_property(impact_flash, "color:a", 0.0, lerpf(0.08, 0.18, intensity))
|
||||
_impact_flash_tween.tween_callback(func(): impact_flash.visible = false)
|
||||
|
||||
|
||||
func show_goal_celebration(scoring_team: int) -> void:
|
||||
if not goal_celebration or not goal_title or not goal_tint:
|
||||
return
|
||||
|
||||
@@ -34,6 +34,11 @@ var _policy: PolicyNetwork
|
||||
var _action := ShipAction.new()
|
||||
var _ticks_until_decision := 0
|
||||
|
||||
# League mode revisits a small model pool every episode. Policies are
|
||||
# immutable after load, so share parsed networks by path instead of reading
|
||||
# and flattening the same 100KB+ JSON on every reset for every frozen ship.
|
||||
static var _policy_cache: Dictionary = {}
|
||||
|
||||
var _ship: Ship
|
||||
var _teammates: Array[Ship] = []
|
||||
var _opponents: Array[Ship] = []
|
||||
@@ -44,7 +49,24 @@ var _scene_refs_ready := false
|
||||
|
||||
func _ready():
|
||||
if not model_path.is_empty():
|
||||
load_policy(model_path)
|
||||
|
||||
|
||||
# League training swaps a frozen opponent's policy between episodes without
|
||||
# despawning the ship. Reset the held action/decision cadence with the model
|
||||
# so no command from the previous opponent leaks into the next episode.
|
||||
func load_policy(path: String) -> void:
|
||||
model_path = path
|
||||
if model_path.is_empty():
|
||||
_policy = null
|
||||
elif _policy_cache.has(model_path):
|
||||
_policy = _policy_cache[model_path]
|
||||
else:
|
||||
_policy = PolicyNetwork.load_from_file(model_path)
|
||||
if _policy != null:
|
||||
_policy_cache[model_path] = _policy
|
||||
_action = ShipAction.new()
|
||||
_ticks_until_decision = 0
|
||||
|
||||
|
||||
func get_action() -> ShipAction:
|
||||
@@ -75,11 +97,13 @@ func _decide() -> void:
|
||||
_action.thrust.y = 0.0
|
||||
else:
|
||||
_action = ShipActionCodec.from_logits(out, action_noise)
|
||||
_action = ShipActionCodec.apply_team_frame(_action, _ship.team)
|
||||
|
||||
|
||||
# Find ship/ball/teammates/opponents/goal once everything is spawned.
|
||||
# ShipAction axes are body-frame so only observations need team context
|
||||
# (ShipObservations). Rosters never change mid-match (no despawn path exists
|
||||
# ShipAction thrust axes are body-frame, while its rotation axes are mapped
|
||||
# from the canonical team frame by ShipActionCodec. Rosters never change
|
||||
# mid-match (no despawn path exists
|
||||
# anywhere in this codebase), so this only needs to run once — sorted by
|
||||
# spawn_index so a given ship keeps the same observation slot for the whole
|
||||
# match, matching TrainingMode's identically-sorted lists.
|
||||
|
||||
@@ -164,8 +164,6 @@ func spawn_camera_rig(target: Ship) -> ShipCameraRig:
|
||||
|
||||
|
||||
func _on_player_impact(intensity: float) -> void:
|
||||
if hud:
|
||||
hud.flash_impact(intensity)
|
||||
if not _goal_slowmo_active:
|
||||
_run_hit_stop(intensity)
|
||||
|
||||
|
||||
@@ -14,6 +14,14 @@ signal goal_scored(team: int)
|
||||
# wall is thick or it pokes out the back of the arena. ArenaBoundary cuts the
|
||||
# matching aperture in the hull (see its GOAL_APERTURE_* constants).
|
||||
const POCKET_DEPTH := ArenaBoundary.SURFACE_THICKNESS
|
||||
# Physical back wall for the goal pocket. The arena end wall has a real hole
|
||||
# at the scoring aperture; without this, the visual-only net lets ships and
|
||||
# the ball leave the enclosure after crossing the sensor. A small overlap
|
||||
# into the surrounding end-wall panels closes numerical seams at the rim.
|
||||
const BACKSTOP_THICKNESS := 0.4
|
||||
const BACKSTOP_EDGE_OVERLAP := 0.25
|
||||
const ARENA_COLLISION_LAYER := 1 << 2
|
||||
const ARENA_COLLISION_MASK := (1 << 0) | (1 << 1)
|
||||
# Clearance between the mouth and the pocket shell, so the pocket's side walls
|
||||
# stay hidden behind the hull rather than showing at the aperture edge.
|
||||
const POCKET_CLEARANCE := 0.2
|
||||
@@ -32,6 +40,7 @@ var _goal_burst: GPUParticles3D
|
||||
func _ready():
|
||||
# Group lets AI controllers and game modes discover goals
|
||||
add_to_group("goal")
|
||||
_build_backstop()
|
||||
# Everything below _on_body_entered is decoration, and training spawns
|
||||
# headless arenas that never render it. The sensor is unaffected.
|
||||
if DisplayServer.get_name() != "headless":
|
||||
@@ -46,6 +55,26 @@ func _on_body_entered(body):
|
||||
goal_scored.emit(team)
|
||||
|
||||
|
||||
func _build_backstop() -> void:
|
||||
var mouth := ($CollisionShape3D.shape as BoxShape3D).size
|
||||
var body := StaticBody3D.new()
|
||||
body.name = "PocketBackstop"
|
||||
body.collision_layer = ARENA_COLLISION_LAYER
|
||||
body.collision_mask = ARENA_COLLISION_MASK
|
||||
var collision := CollisionShape3D.new()
|
||||
collision.name = "CollisionShape3D"
|
||||
var box := BoxShape3D.new()
|
||||
box.size = Vector3(
|
||||
mouth.x + BACKSTOP_EDGE_OVERLAP * 2.0,
|
||||
mouth.y + BACKSTOP_EDGE_OVERLAP * 2.0,
|
||||
BACKSTOP_THICKNESS
|
||||
)
|
||||
collision.shape = box
|
||||
collision.position = Vector3(0.0, 0.0, POCKET_DEPTH)
|
||||
body.add_child(collision)
|
||||
add_child(body)
|
||||
|
||||
|
||||
# --- visuals -----------------------------------------------------------------
|
||||
# Cosmetic only. The mouth is measured off the sensor's own collision shape, so
|
||||
# the frame can never drift from the volume that actually scores.
|
||||
|
||||
@@ -73,7 +73,7 @@ func _draw() -> void:
|
||||
draw_line(Vector2(-half_chord, horizon_y), Vector2(half_chord, horizon_y), LINE_COLOR, 2.0)
|
||||
|
||||
# Pitch ladder: rungs every 10 degrees, labelled, scrolling with pitch.
|
||||
var font := hud_font()
|
||||
var font := ThemeDB.fallback_font
|
||||
for ladder_deg: int in [-30, -20, -10, 10, 20, 30]:
|
||||
var y := horizon_y - ladder_deg * px_per_deg
|
||||
if absf(y) > radius - 12.0:
|
||||
|
||||
@@ -37,7 +37,7 @@ func _process(delta: float) -> void:
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var font := hud_font()
|
||||
var font := ThemeDB.fallback_font
|
||||
var fraction := clampf(_value / max_value, 0.0, 1.0)
|
||||
var reading := value_format % _value
|
||||
|
||||
|
||||
@@ -39,7 +39,7 @@ func _process(delta: float) -> void:
|
||||
|
||||
|
||||
func _draw() -> void:
|
||||
var font := hud_font()
|
||||
var font := ThemeDB.fallback_font
|
||||
var center_x := size.x / 2.0
|
||||
var px_per_deg := size.x / VISIBLE_RANGE
|
||||
|
||||
|
||||
@@ -23,11 +23,3 @@ static func angle_delta_deg(from: float, to: float) -> float:
|
||||
|
||||
func _smoothing_weight(delta: float) -> float:
|
||||
return 1.0 - exp(-SMOOTHING * delta) # frame-rate independent
|
||||
|
||||
|
||||
# Procedural draw calls do not automatically consume a Control's theme font;
|
||||
# resolve it explicitly so every instrument uses the same packaged typeface
|
||||
# as ordinary Labels instead of ThemeDB's debug-looking fallback.
|
||||
func hud_font() -> Font:
|
||||
var font := get_theme_default_font()
|
||||
return font if font else ThemeDB.fallback_font
|
||||
|
||||
@@ -11,13 +11,13 @@ extends Control
|
||||
|
||||
const BOTS_DIR := "res://bots"
|
||||
|
||||
# All three tiers deliberately point at the one trained checkpoint
|
||||
# (easy.json) and differ only by reaction_ticks/action_noise handicap, not by
|
||||
# model skill. Superseded once real medium/hard checkpoints are promoted into
|
||||
# res://bots/promoted/ — see the "AI opponent" section of TODO.md.
|
||||
# All three tiers deliberately point at the same promoted checkpoint at its
|
||||
# full trained capability. The labels are placeholders until genuinely
|
||||
# stronger models are promoted as medium.json/hard.json; difficulty is not
|
||||
# simulated with reaction delay or action noise in the meantime.
|
||||
const DIFFICULTIES := [
|
||||
{"name": "Easy", "model": "res://bots/promoted/easy.json", "reaction_ticks": 24, "action_noise": 0.35},
|
||||
{"name": "Medium", "model": "res://bots/promoted/easy.json", "reaction_ticks": 14, "action_noise": 0.15},
|
||||
{"name": "Easy", "model": "res://bots/promoted/easy.json", "reaction_ticks": 8, "action_noise": 0.0},
|
||||
{"name": "Medium", "model": "res://bots/promoted/easy.json", "reaction_ticks": 8, "action_noise": 0.0},
|
||||
{"name": "Hard", "model": "res://bots/promoted/easy.json", "reaction_ticks": 8, "action_noise": 0.0},
|
||||
]
|
||||
|
||||
|
||||
+42
-72
@@ -117,10 +117,8 @@ const ATTITUDE_THRESHOLD = 1.0 # degrees
|
||||
const THRUST_THRESHOLD = 1.0 # percent
|
||||
|
||||
var _engine_cores: Array[MeshInstance3D] = []
|
||||
var _engine_plumes: Array[GPUParticles3D] = []
|
||||
var _turbo_flames: Array[GPUParticles3D] = []
|
||||
var _engine_flames: Array[MeshInstance3D] = []
|
||||
var _engine_lights: Array[OmniLight3D] = []
|
||||
var _impact_sparks: GPUParticles3D
|
||||
|
||||
|
||||
func _ready():
|
||||
@@ -215,7 +213,7 @@ func _build_movement_vfx() -> void:
|
||||
for x in [-0.42, 0.42]:
|
||||
var engine_pos := Vector3(x, -0.05, 1.42)
|
||||
|
||||
var core_mat := _vfx_material(Color(0.35, 0.85, 1.0, 1.0), 1.0)
|
||||
var core_mat := _vfx_material(Color(1.0, 0.48, 0.1, 1.0), 1.0)
|
||||
var core_mesh := SphereMesh.new()
|
||||
core_mesh.radius = 0.11
|
||||
core_mesh.height = 0.22
|
||||
@@ -228,45 +226,43 @@ func _build_movement_vfx() -> void:
|
||||
add_child(core)
|
||||
_engine_cores.append(core)
|
||||
|
||||
var plume := _make_particles(
|
||||
"EnginePlumeL" if x < 0.0 else "EnginePlumeR",
|
||||
Color(0.3, 0.82, 1.0, 0.72), Vector2(0.16, 0.42), 36, 0.24,
|
||||
Vector3(0, 0, 1), 12.0, 2.0, 5.0
|
||||
)
|
||||
plume.position = engine_pos + Vector3(0, 0, 0.08)
|
||||
add_child(plume)
|
||||
_engine_plumes.append(plume)
|
||||
|
||||
var turbo := _make_particles(
|
||||
"TurboFlameL" if x < 0.0 else "TurboFlameR",
|
||||
Color(0.78, 0.34, 1.0, 0.9), Vector2(0.22, 0.72), 48, 0.18,
|
||||
Vector3(0, 0, 1), 7.0, 6.0, 10.0
|
||||
)
|
||||
turbo.position = engine_pos + Vector3(0, 0, 0.12)
|
||||
add_child(turbo)
|
||||
_turbo_flames.append(turbo)
|
||||
# A single conventional orange flame replaces the layered particle plume
|
||||
# and separate purple turbo effect. Turbo only lengthens and brightens the
|
||||
# same flame, keeping the engine silhouette simple and readable.
|
||||
var flame_mat := StandardMaterial3D.new()
|
||||
flame_mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
flame_mat.shading_mode = BaseMaterial3D.SHADING_MODE_UNSHADED
|
||||
flame_mat.cull_mode = BaseMaterial3D.CULL_DISABLED
|
||||
flame_mat.albedo_color = Color(1.0, 0.34, 0.04, 0.92)
|
||||
flame_mat.emission_enabled = true
|
||||
flame_mat.emission = Color(1.0, 0.16, 0.015)
|
||||
flame_mat.emission_energy_multiplier = 2.0
|
||||
var flame_mesh := CylinderMesh.new()
|
||||
flame_mesh.top_radius = 0.015
|
||||
flame_mesh.bottom_radius = 0.14
|
||||
flame_mesh.height = 1.0
|
||||
flame_mesh.radial_segments = 12
|
||||
flame_mesh.material = flame_mat
|
||||
var flame := MeshInstance3D.new()
|
||||
flame.name = "EngineFlameL" if x < 0.0 else "EngineFlameR"
|
||||
flame.position = engine_pos + Vector3(0, 0, 0.3)
|
||||
flame.rotation_degrees.x = 90.0
|
||||
flame.mesh = flame_mesh
|
||||
flame.visible = false
|
||||
flame.cast_shadow = GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
|
||||
add_child(flame)
|
||||
_engine_flames.append(flame)
|
||||
|
||||
var light := OmniLight3D.new()
|
||||
light.name = "EngineLightL" if x < 0.0 else "EngineLightR"
|
||||
light.position = engine_pos
|
||||
light.light_color = Color(0.3, 0.75, 1.0)
|
||||
light.light_color = Color(1.0, 0.32, 0.08)
|
||||
light.omni_range = 3.5
|
||||
light.omni_attenuation = 2.0
|
||||
light.shadow_enabled = false
|
||||
add_child(light)
|
||||
_engine_lights.append(light)
|
||||
|
||||
_impact_sparks = _make_particles(
|
||||
"ImpactSparks", Color(1.0, 0.72, 0.22, 1.0), Vector2(0.09, 0.3),
|
||||
28, 0.32, Vector3.UP, 180.0, 5.0, 12.0
|
||||
)
|
||||
_impact_sparks.one_shot = true
|
||||
_impact_sparks.explosiveness = 1.0
|
||||
_impact_sparks.local_coords = false
|
||||
_impact_sparks.emitting = false
|
||||
add_child(_impact_sparks)
|
||||
|
||||
|
||||
func _vfx_material(color: Color, energy: float) -> StandardMaterial3D:
|
||||
var mat := StandardMaterial3D.new()
|
||||
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
|
||||
@@ -279,47 +275,25 @@ func _vfx_material(color: Color, energy: float) -> StandardMaterial3D:
|
||||
return mat
|
||||
|
||||
|
||||
func _make_particles(
|
||||
particle_name: String, color: Color, size: Vector2, amount: int,
|
||||
lifetime: float, direction: Vector3, spread: float,
|
||||
velocity_min: float, velocity_max: float
|
||||
) -> GPUParticles3D:
|
||||
var quad := QuadMesh.new()
|
||||
quad.size = size
|
||||
quad.material = _vfx_material(color, 2.2)
|
||||
var process := ParticleProcessMaterial.new()
|
||||
process.direction = direction
|
||||
process.spread = spread
|
||||
process.initial_velocity_min = velocity_min
|
||||
process.initial_velocity_max = velocity_max
|
||||
process.gravity = Vector3.ZERO
|
||||
process.scale_min = 0.35
|
||||
process.scale_max = 1.0
|
||||
var particles := GPUParticles3D.new()
|
||||
particles.name = particle_name
|
||||
particles.amount = amount
|
||||
particles.lifetime = lifetime
|
||||
particles.local_coords = true
|
||||
particles.process_material = process
|
||||
particles.draw_pass_1 = quad
|
||||
particles.visibility_aabb = AABB(Vector3(-3, -3, -1), Vector3(6, 6, 12))
|
||||
particles.emitting = false
|
||||
return particles
|
||||
|
||||
|
||||
func _update_movement_vfx() -> void:
|
||||
if _engine_plumes.is_empty():
|
||||
if _engine_flames.is_empty():
|
||||
return
|
||||
# These are the two rear main engines, so lateral/vertical maneuvering jets
|
||||
# must not make them flare. Reverse thrust also comes from separate attitude
|
||||
# jets conceptually; only positive Z drives this rear-facing plume.
|
||||
# jets conceptually; only positive Z drives this rear-facing flame.
|
||||
var thrust := clampf(maxf(_current_action.thrust.z, 0.0), 0.0, 1.0)
|
||||
var turbo := _current_action.turbo and thrust > 0.05
|
||||
for i in _engine_plumes.size():
|
||||
_engine_plumes[i].emitting = thrust > 0.02
|
||||
_engine_plumes[i].amount_ratio = 0.25 + thrust * 0.75
|
||||
_engine_plumes[i].speed_scale = 0.65 + thrust * 0.75
|
||||
_turbo_flames[i].emitting = turbo
|
||||
for i in _engine_flames.size():
|
||||
var flame := _engine_flames[i]
|
||||
var flame_length := 0.28 + thrust * 0.82 + (0.62 if turbo else 0.0)
|
||||
var flame_width := 0.72 + thrust * 0.32 + (0.12 if turbo else 0.0)
|
||||
flame.visible = thrust > 0.02
|
||||
flame.scale = Vector3(flame_width, flame_length, flame_width)
|
||||
# CylinderMesh is centred on local Y (rotated to ship +Z), so moving its
|
||||
# centre by half the length keeps the flame root fixed at the engine bell.
|
||||
flame.position.z = 1.48 + flame_length * 0.5
|
||||
var flame_mat := flame.mesh.material as StandardMaterial3D
|
||||
flame_mat.emission_energy_multiplier = 1.8 + thrust * 2.2 + (1.8 if turbo else 0.0)
|
||||
_engine_lights[i].light_energy = 0.35 + thrust * 2.1 + (2.3 if turbo else 0.0)
|
||||
var core_mat := _engine_cores[i].mesh.material as StandardMaterial3D
|
||||
core_mat.emission_energy_multiplier = 0.65 + thrust * 2.0 + (2.0 if turbo else 0.0)
|
||||
@@ -340,10 +314,6 @@ func _on_body_entered(body: Node) -> void:
|
||||
var relative_speed := (linear_velocity - (body as Ball).linear_velocity).length()
|
||||
var intensity := clampf(inverse_lerp(3.0, 24.0, relative_speed), 0.12, 1.0)
|
||||
var contact_pos := (global_position + (body as Ball).global_position) * 0.5
|
||||
if _impact_sparks:
|
||||
_impact_sparks.position = to_local(contact_pos)
|
||||
_impact_sparks.amount_ratio = lerpf(0.25, 1.0, intensity)
|
||||
_impact_sparks.restart()
|
||||
ball_contact.emit(intensity, contact_pos)
|
||||
|
||||
|
||||
|
||||
@@ -8,6 +8,13 @@ extends RefCounted
|
||||
# "do not fork this logic" role for observations; the train/inference seam
|
||||
# broke once before over exactly this kind of divergence (commit 8c15c46).
|
||||
#
|
||||
# Ship thrust is body-local, so its axes must not be mirrored for team 1.
|
||||
# Ship rotation, however, is applied directly as world-space torque in
|
||||
# Ship.apply_rotation_forces(). Team 1 observes a canonical frame rotated
|
||||
# 180 degrees about world Y, so its canonical pitch/roll outputs must be
|
||||
# rotated back to world space before they reach the ship. apply_team_frame()
|
||||
# is the shared training/inference seam for that conversion.
|
||||
#
|
||||
# Curriculum generation 4 replaces the old continuous Gaussian action space
|
||||
# (Box(7), see the "continuous" path below) with a per-axis MultiDiscrete
|
||||
# space: PPO's Gaussian std reliably collapsed to ~0.13-0.15 within the first
|
||||
@@ -100,6 +107,17 @@ static func from_logits(logits: Array, noise: float) -> ShipAction:
|
||||
return result
|
||||
|
||||
|
||||
# Map a policy's canonical-frame rotation intent back into the physical
|
||||
# team's world frame. A 180-degree Y rotation negates X and Z and leaves Y
|
||||
# unchanged. Translation remains untouched because Ship applies it through
|
||||
# the ship's local basis rather than as a world-space vector.
|
||||
static func apply_team_frame(action: ShipAction, team: int) -> ShipAction:
|
||||
if team == 1:
|
||||
action.rotation.x = -action.rotation.x
|
||||
action.rotation.z = -action.rotation.z
|
||||
return action
|
||||
|
||||
|
||||
# Legacy continuous decode — moved verbatim from ai_ship_controller.gd so
|
||||
# every model exported before generation 4 (no "action_space" block in its
|
||||
# JSON, e.g. Game/bots/promoted/easy.json) keeps behaving byte-identically.
|
||||
|
||||
@@ -39,6 +39,13 @@ extends AIController3D
|
||||
# the objective" framing.
|
||||
@export_range(0.0, 1.0) var ball_touch_direction_floor := 0.3
|
||||
@export var velocity_to_ball_weight := 0.02
|
||||
# Dense reward for approaching the ball *nose first* near the floor. Unlike
|
||||
# velocity_to_ball_weight, sideways/reverse closing velocity earns nothing:
|
||||
# the planar ship-forward vector must face the ball and planar velocity must
|
||||
# have a positive component along it. Default off so existing curricula and
|
||||
# frozen checkpoints keep their original objective; generation 5 handling
|
||||
# turns it on while reducing the orientation-agnostic term.
|
||||
@export var forward_velocity_to_ball_weight := 0.0
|
||||
@export var ball_velocity_to_goal_weight := 0.004
|
||||
# Per-tick penalty scaled by distance to the ball (full value at the arena's
|
||||
# far diagonal, 0 on top of the ball). Run04 lesson: with idling worth a flat
|
||||
@@ -62,6 +69,11 @@ extends AIController3D
|
||||
# to teach. Not removed outright — an always-inverted bot still looks bad in
|
||||
# a shipped game.
|
||||
@export var tilt_penalty := 0.0005
|
||||
# Additional tilt cost that fades to zero over the first few metres above the
|
||||
# floor. This can teach readable, upright ground handling without opposing
|
||||
# pitch/roll during a real aerial. Generation 5 uses this instead of raising
|
||||
# the global tilt_penalty back to its pre-flight value.
|
||||
@export var ground_tilt_penalty := 0.0
|
||||
# Per-tick bonus for own speed: 0 stationary, full value (+0.24/s) at
|
||||
# max_speed. Run07 lesson: after the kickoff flurry both ships parked next to
|
||||
# a cornered ball — with every other dense term near zero there, standing
|
||||
@@ -90,6 +102,15 @@ extends AIController3D
|
||||
# air-touch reward.
|
||||
const AIR_TOUCH_HEIGHT := 5.0
|
||||
|
||||
# Generation-5 ground-handling telemetry/reward thresholds. Fixed constants
|
||||
# keep the logged metrics comparable across stages; changing one starts a new
|
||||
# metric definition and therefore requires a fresh baseline.
|
||||
const GROUND_HANDLING_HEIGHT := 3.0
|
||||
const UPRIGHT_DOT_THRESHOLD := 0.7
|
||||
const FORWARD_MOTION_DOT_THRESHOLD := 0.7
|
||||
const MIN_HANDLING_SPEED := 1.0
|
||||
const PRODUCTIVE_AIR_TOUCH_ALIGNMENT := 0.5
|
||||
|
||||
# Contact normals with y above this are floor contact (exempt from the wall
|
||||
# penalty); below it they read as wall (sideways) or ceiling (downward).
|
||||
# Mirrors ShipObservations.FLOOR_NORMAL_MIN_Y (see that file's comment).
|
||||
@@ -144,6 +165,11 @@ var _altitude_sum := 0.0
|
||||
var _thrust_y_sum := 0.0
|
||||
var _touches := 0
|
||||
var _air_touches := 0
|
||||
var _productive_air_touches := 0
|
||||
var _ground_ticks := 0
|
||||
var _upright_ground_ticks := 0
|
||||
var _moving_ground_ticks := 0
|
||||
var _forward_moving_ground_ticks := 0
|
||||
|
||||
|
||||
# Wire up references after the ship is spawned. `attack_goal` is the goal
|
||||
@@ -201,6 +227,9 @@ func get_info() -> Dictionary:
|
||||
info["mean_altitude"] = _altitude_sum / _telemetry_ticks if _telemetry_ticks > 0 else 0.0
|
||||
info["vertical_thrust_mean"] = _thrust_y_sum / _telemetry_ticks if _telemetry_ticks > 0 else 0.0
|
||||
info["air_touch_fraction"] = float(_air_touches) / _touches if _touches > 0 else 0.0
|
||||
info["productive_air_touch_fraction"] = float(_productive_air_touches) / _touches if _touches > 0 else 0.0
|
||||
info["upright_fraction"] = float(_upright_ground_ticks) / _ground_ticks if _ground_ticks > 0 else 0.0
|
||||
info["forward_motion_fraction"] = float(_forward_moving_ground_ticks) / _moving_ground_ticks if _moving_ground_ticks > 0 else 0.0
|
||||
return info
|
||||
|
||||
|
||||
@@ -209,7 +238,9 @@ func get_action_space() -> Dictionary:
|
||||
|
||||
|
||||
func set_action(action) -> void:
|
||||
rl_controller.action = ShipActionCodec.from_indices(action)
|
||||
rl_controller.action = ShipActionCodec.apply_team_frame(
|
||||
ShipActionCodec.from_indices(action), ship.team
|
||||
)
|
||||
|
||||
|
||||
func reset():
|
||||
@@ -221,6 +252,11 @@ func reset():
|
||||
_thrust_y_sum = 0.0
|
||||
_touches = 0
|
||||
_air_touches = 0
|
||||
_productive_air_touches = 0
|
||||
_ground_ticks = 0
|
||||
_upright_ground_ticks = 0
|
||||
_moving_ground_ticks = 0
|
||||
_forward_moving_ground_ticks = 0
|
||||
|
||||
|
||||
func _physics_process(delta):
|
||||
@@ -238,6 +274,20 @@ func _physics_process(delta):
|
||||
var closing_speed := ship.linear_velocity.dot(to_ball.normalized())
|
||||
reward += velocity_to_ball_weight * closing_speed / ship.max_speed
|
||||
|
||||
# Ground-handling shaping: forward planar motion while the nose faces the
|
||||
# ball. It fades out with altitude so an aerial remains free to approach a
|
||||
# ball using whatever body attitude is effective.
|
||||
if forward_velocity_to_ball_weight > 0.0 and ship.global_position.y < GROUND_HANDLING_HEIGHT:
|
||||
var planar_forward := Vector3(-ship.global_transform.basis.z.x, 0.0, -ship.global_transform.basis.z.z)
|
||||
var planar_velocity := Vector3(ship.linear_velocity.x, 0.0, ship.linear_velocity.z)
|
||||
var planar_to_ball := Vector3(to_ball.x, 0.0, to_ball.z)
|
||||
if planar_forward.length_squared() > 0.0001 and planar_to_ball.length_squared() > 0.0001:
|
||||
planar_forward = planar_forward.normalized()
|
||||
var facing_ball: float = maxf(planar_forward.dot(planar_to_ball.normalized()), 0.0)
|
||||
var forward_speed: float = maxf(planar_velocity.dot(planar_forward), 0.0) / ship.max_speed
|
||||
var handling_ground_factor: float = 1.0 - clampf(ship.global_position.y / GROUND_HANDLING_HEIGHT, 0.0, 1.0)
|
||||
reward += forward_velocity_to_ball_weight * forward_speed * facing_ball * handling_ground_factor
|
||||
|
||||
# Dense penalty: distance to the ball, so idling far away bleeds reward
|
||||
# instead of scoring a safe zero (see ball_distance_penalty).
|
||||
if ball_distance_penalty > 0.0:
|
||||
@@ -268,6 +318,12 @@ func _physics_process(delta):
|
||||
var uprightness: float = ship.global_transform.basis.y.dot(Vector3.UP)
|
||||
reward -= tilt_penalty * (1.0 - uprightness) * 0.5
|
||||
|
||||
# Low-altitude-only posture pressure (see ground_tilt_penalty).
|
||||
if ground_tilt_penalty > 0.0 and ship.global_position.y < GROUND_HANDLING_HEIGHT:
|
||||
var ground_uprightness: float = ship.global_transform.basis.y.dot(Vector3.UP)
|
||||
var tilt_ground_factor: float = 1.0 - clampf(ship.global_position.y / GROUND_HANDLING_HEIGHT, 0.0, 1.0)
|
||||
reward -= ground_tilt_penalty * (1.0 - ground_uprightness) * 0.5 * tilt_ground_factor
|
||||
|
||||
# Dense penalty: height above the floor (see airborne_penalty). The
|
||||
# floor sits at world y = 0 (see training_mode.gd's FIELD_MIN_Y/
|
||||
# _escaped bounds); normalized so the worst case is pinned at the
|
||||
@@ -283,6 +339,17 @@ func _physics_process(delta):
|
||||
if ship.global_position.y > AIRBORNE_ALTITUDE_THRESHOLD:
|
||||
_airborne_ticks += 1
|
||||
_thrust_y_sum += rl_controller.action.thrust.y
|
||||
if ship.global_position.y < GROUND_HANDLING_HEIGHT:
|
||||
_ground_ticks += 1
|
||||
if ship.global_transform.basis.y.dot(Vector3.UP) >= UPRIGHT_DOT_THRESHOLD:
|
||||
_upright_ground_ticks += 1
|
||||
var planar_velocity := Vector3(ship.linear_velocity.x, 0.0, ship.linear_velocity.z)
|
||||
if planar_velocity.length() >= MIN_HANDLING_SPEED:
|
||||
_moving_ground_ticks += 1
|
||||
var planar_forward := Vector3(-ship.global_transform.basis.z.x, 0.0, -ship.global_transform.basis.z.z)
|
||||
if planar_forward.length_squared() > 0.0001 \
|
||||
and planar_velocity.normalized().dot(planar_forward.normalized()) >= FORWARD_MOTION_DOT_THRESHOLD:
|
||||
_forward_moving_ground_ticks += 1
|
||||
|
||||
|
||||
func _wall_or_ceiling_contact() -> bool:
|
||||
@@ -309,3 +376,5 @@ func _on_ship_body_entered(body: Node) -> void:
|
||||
_touches += 1
|
||||
if ball.global_position.y > AIR_TOUCH_HEIGHT:
|
||||
_air_touches += 1
|
||||
if alignment >= PRODUCTIVE_AIR_TOUCH_ALIGNMENT:
|
||||
_productive_air_touches += 1
|
||||
|
||||
@@ -183,9 +183,6 @@ func _update_speed_feel(delta: float) -> void:
|
||||
_effective_distance = lerpf(
|
||||
_effective_distance, camera_distance + _turbo_blend * turbo_distance_kick, feel_t
|
||||
)
|
||||
post_material.set_shader_parameter(
|
||||
"motion_blur_amount", _speed_blend * _speed_blend * 0.006 + _turbo_blend * 0.006
|
||||
)
|
||||
post_material.set_shader_parameter("chromatic_aberration", _turbo_blend * 0.007)
|
||||
post_material.set_shader_parameter("vignette_strength", 0.22 + _turbo_blend * 0.16)
|
||||
|
||||
@@ -233,8 +230,7 @@ func begin_goal_cut(goal_position: Vector3) -> void:
|
||||
camera.fov = 58.0
|
||||
camera.look_at(_goal_cut_look_at, Vector3.UP)
|
||||
# A hard, stationary cinematic camera must not inherit the scoring frame's
|
||||
# ship-speed smear or turbo chroma. Keep only a deliberate cinematic edge.
|
||||
post_material.set_shader_parameter("motion_blur_amount", 0.0)
|
||||
# turbo chroma; keep only a deliberate cinematic edge.
|
||||
post_material.set_shader_parameter("chromatic_aberration", 0.0)
|
||||
post_material.set_shader_parameter("vignette_strength", 0.3)
|
||||
|
||||
@@ -243,6 +239,5 @@ func end_goal_cut() -> void:
|
||||
_goal_cut_active = false
|
||||
_speed_blend = 0.0
|
||||
_turbo_blend = 0.0
|
||||
post_material.set_shader_parameter("motion_blur_amount", 0.0)
|
||||
post_material.set_shader_parameter("chromatic_aberration", 0.0)
|
||||
post_material.set_shader_parameter("vignette_strength", 0.22)
|
||||
|
||||
@@ -64,6 +64,11 @@ extends GameMode
|
||||
# stayed floor-pinned even though the initial one wasn't. See
|
||||
# _place_air_drill.
|
||||
@export_range(0.0, 1.0) var air_drill_chance := 0.0
|
||||
# Moving-ball aerial interception branch used by generation 5. Unlike the
|
||||
# stationary/random air drill, the ball follows a reachable trajectory toward
|
||||
# a real goal and ships start low behind/lateral to it, so a useful touch is
|
||||
# naturally reinforced by the existing goal-directed ball rewards.
|
||||
@export_range(0.0, 1.0) var air_intercept_chance := 0.0
|
||||
|
||||
# Ships per team. Default 1 preserves every existing curriculum script's 1v1
|
||||
# behaviour unchanged; up to 5 matches ShipObservations.MAX_TEAMMATES/
|
||||
@@ -129,6 +134,8 @@ var _episode_ticks := 0
|
||||
# already uses, just for one side of a live training episode.
|
||||
var _opponent_mode := "self_play"
|
||||
var _opponent_model_path := ""
|
||||
var _opponent_model_pool: Array[String] = []
|
||||
var _frozen_opponent_bots: Array[AIShipController] = []
|
||||
# ShipAIController @export overrides collected from --ai_<name>=<value> args,
|
||||
# applied to every ShipAIController this run creates (see _attach_agent).
|
||||
var _ai_overrides := {}
|
||||
@@ -164,7 +171,7 @@ func _start() -> void:
|
||||
team0_ships.append(spawn_ship(0, i, RLShipController.new()))
|
||||
|
||||
# The opponent_mode branch applies uniformly to every ship on team 1: an
|
||||
# "inert"/"frozen" run means the whole opposing team gets that treatment,
|
||||
# "inert"/"frozen"/"league" run means the whole opposing team gets that treatment,
|
||||
# not just one ship.
|
||||
var team1_ships: Array[Ship] = []
|
||||
for i in team_size:
|
||||
@@ -177,6 +184,12 @@ func _start() -> void:
|
||||
var bot := AIShipController.new()
|
||||
bot.model_path = _opponent_model_path
|
||||
ship1 = spawn_ship(1, i, bot)
|
||||
_frozen_opponent_bots.append(bot)
|
||||
"league":
|
||||
var bot := AIShipController.new()
|
||||
bot.model_path = _opponent_model_pool[0] if not _opponent_model_pool.is_empty() else ""
|
||||
ship1 = spawn_ship(1, i, bot)
|
||||
_frozen_opponent_bots.append(bot)
|
||||
_:
|
||||
ship1 = spawn_ship(1, i, RLShipController.new())
|
||||
team1_ships.append(ship1)
|
||||
@@ -230,13 +243,15 @@ func _parse_eval_args() -> void:
|
||||
const TRAINING_MODE_OVERRIDES := [
|
||||
"goal_reward", "draw_penalty", "kickoff_state_chance",
|
||||
"ball_near_goal_chance", "attack_goal_bias", "air_drill_chance",
|
||||
"air_intercept_chance", "team_size",
|
||||
]
|
||||
# ShipAIController @export names a curriculum run may override, read as
|
||||
# --ai_<name>=<value> to avoid colliding with the names above.
|
||||
const SHIP_AI_OVERRIDES := [
|
||||
"ball_touch_reward", "ball_touch_cooldown_ticks", "ball_touch_direction_floor",
|
||||
"velocity_to_ball_weight", "ball_velocity_to_goal_weight", "ball_distance_penalty",
|
||||
"wall_contact_penalty", "tilt_penalty", "speed_reward_weight", "time_penalty",
|
||||
"forward_velocity_to_ball_weight", "wall_contact_penalty", "tilt_penalty",
|
||||
"ground_tilt_penalty", "speed_reward_weight", "time_penalty",
|
||||
"airborne_penalty",
|
||||
]
|
||||
|
||||
@@ -246,10 +261,20 @@ func _parse_curriculum_args() -> void:
|
||||
if args.has("opponent_mode"):
|
||||
_opponent_mode = args["opponent_mode"]
|
||||
_opponent_model_path = args.get("opponent_model", _opponent_model_path)
|
||||
if args.has("opponent_model_pool"):
|
||||
for path in String(args["opponent_model_pool"]).split(",", false):
|
||||
if not path.is_empty():
|
||||
_opponent_model_pool.append(path)
|
||||
if _opponent_mode == "league" and _opponent_model_pool.is_empty():
|
||||
push_error("TrainingMode: opponent_mode=league requires --opponent_model_pool=path,path")
|
||||
|
||||
for name in TRAINING_MODE_OVERRIDES:
|
||||
if args.has(name):
|
||||
set(name, _typed_like(args[name], get(name)))
|
||||
var start_probability := kickoff_state_chance + ball_near_goal_chance \
|
||||
+ air_drill_chance + air_intercept_chance
|
||||
if start_probability > 1.0:
|
||||
push_error("TrainingMode: episode-start probabilities sum to %.3f (> 1.0)" % start_probability)
|
||||
|
||||
for name in SHIP_AI_OVERRIDES:
|
||||
var key := "ai_%s" % name
|
||||
@@ -281,10 +306,12 @@ func _ai_default(name: String) -> Variant:
|
||||
"ball_touch_cooldown_ticks": return 60
|
||||
"ball_touch_direction_floor": return 0.3
|
||||
"velocity_to_ball_weight": return 0.02
|
||||
"forward_velocity_to_ball_weight": return 0.0
|
||||
"ball_velocity_to_goal_weight": return 0.004
|
||||
"ball_distance_penalty": return 0.002
|
||||
"wall_contact_penalty": return 0.0025
|
||||
"tilt_penalty": return 0.0005
|
||||
"ground_tilt_penalty": return 0.0
|
||||
"speed_reward_weight": return 0.004
|
||||
"time_penalty": return 0.001
|
||||
"airborne_penalty": return 0.0
|
||||
@@ -386,6 +413,7 @@ func _end_eval_episode() -> void:
|
||||
func _reset_episode() -> void:
|
||||
for agent in _agents:
|
||||
agent.reset()
|
||||
_select_league_opponent()
|
||||
|
||||
var roll := randf()
|
||||
if roll < kickoff_state_chance:
|
||||
@@ -396,6 +424,8 @@ func _reset_episode() -> void:
|
||||
_place_ball_near_goal()
|
||||
elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance:
|
||||
_place_air_drill()
|
||||
elif roll < kickoff_state_chance + ball_near_goal_chance + air_drill_chance + air_intercept_chance:
|
||||
_place_air_intercept()
|
||||
else:
|
||||
_place_ships_random()
|
||||
_place_ball_random()
|
||||
@@ -416,6 +446,15 @@ func _place_ball_random() -> void:
|
||||
# out via reward shaping.
|
||||
const AIR_DRILL_BALL_WALL_CLEARANCE := 5.0
|
||||
|
||||
|
||||
func _select_league_opponent() -> void:
|
||||
if _opponent_mode != "league" or _opponent_model_pool.is_empty():
|
||||
return
|
||||
var path := _opponent_model_pool[randi() % _opponent_model_pool.size()]
|
||||
for bot in _frozen_opponent_bots:
|
||||
bot.load_policy(path)
|
||||
|
||||
|
||||
# Air drill state (see air_drill_chance): ball spawned high, both ships
|
||||
# spawned low and lateral, so the state is unsolvable without climbing.
|
||||
func _place_air_drill() -> void:
|
||||
@@ -456,6 +495,42 @@ func _place_air_drill() -> void:
|
||||
_place_body(ship, Transform3D(orientation, ship_position), Vector3.ZERO, Vector3.ZERO)
|
||||
|
||||
|
||||
# Goal-relevant aerial intercept: a high ball is already travelling toward a
|
||||
# randomly selected goal, while ships begin low and behind/lateral to its
|
||||
# path. The generous wall clearance prevents rebound farming and an upright
|
||||
# yaw-only spawn avoids wasting the short drill window on random recovery.
|
||||
func _place_air_intercept() -> void:
|
||||
var goal := _goal_for_team(randi() % 2)
|
||||
var ball_position := Vector3(
|
||||
randf_range(-8.0, 8.0),
|
||||
randf_range(6.0, minf(12.0, FIELD_MAX_Y)),
|
||||
randf_range(-10.0, 10.0)
|
||||
)
|
||||
var to_goal := (goal.global_position - ball_position).normalized()
|
||||
var ball_velocity := (to_goal + Vector3(randf_range(-0.15, 0.15), randf_range(0.0, 0.15), 0.0)).normalized() \
|
||||
* randf_range(6.0, 11.0)
|
||||
_place_body(ball, Transform3D(Basis.IDENTITY, ball_position), ball_velocity, Vector3.ZERO)
|
||||
|
||||
var placed: Array[Vector3] = []
|
||||
var behind := -Vector3(ball_velocity.x, 0.0, ball_velocity.z).normalized()
|
||||
for ship in ships:
|
||||
if ship in _inert_ships:
|
||||
continue
|
||||
var ship_position := Vector3.ZERO
|
||||
for _attempt in 20:
|
||||
var lateral := Vector3(-behind.z, 0.0, behind.x) * randf_range(-7.0, 7.0)
|
||||
ship_position = ball_position + behind * randf_range(7.0, 13.0) + lateral
|
||||
ship_position.x = clampf(ship_position.x, -FIELD_HALF_X, FIELD_HALF_X)
|
||||
ship_position.y = randf_range(FIELD_MIN_Y, 3.0)
|
||||
ship_position.z = clampf(ship_position.z, -FIELD_HALF_Z, FIELD_HALF_Z)
|
||||
if _spawn_position_clear(ship_position) and _far_enough_from(ship_position, placed):
|
||||
break
|
||||
placed.append(ship_position)
|
||||
var face_ball := ball_position - ship_position
|
||||
var yaw := atan2(-face_ball.x, -face_ball.z)
|
||||
_place_body(ship, Transform3D(Basis.from_euler(Vector3(0.0, yaw, 0.0)), ship_position), Vector3.ZERO, Vector3.ZERO)
|
||||
|
||||
|
||||
# Attacking/defending drill states: ball close to a goal, moving toward it.
|
||||
# Which goal is picked is biased by attack_goal_bias (0.5 = uniform between
|
||||
# both, matching historical behaviour; 1.0 = always the goal team 0 attacks).
|
||||
|
||||
@@ -1,37 +1,21 @@
|
||||
shader_type canvas_item;
|
||||
render_mode unshaded;
|
||||
|
||||
uniform sampler2D screen_texture : hint_screen_texture, filter_linear_mipmap;
|
||||
uniform float motion_blur_amount : hint_range(0.0, 0.03) = 0.0;
|
||||
uniform sampler2D screen_texture : hint_screen_texture, filter_linear;
|
||||
uniform float chromatic_aberration : hint_range(0.0, 0.02) = 0.0;
|
||||
uniform float vignette_strength : hint_range(0.0, 1.0) = 0.22;
|
||||
|
||||
|
||||
vec4 motion_sample(vec2 uv) {
|
||||
// A restrained centre-directed velocity smear. The camera script scales it
|
||||
// with ship speed/turbo; mipmapped screen reads soften the outer samples.
|
||||
if (motion_blur_amount < 0.0001) {
|
||||
return textureLod(screen_texture, uv, 0.0);
|
||||
}
|
||||
vec2 step_uv = (uv - vec2(0.5)) * motion_blur_amount;
|
||||
vec4 color = textureLod(screen_texture, uv, 0.0) * 0.36;
|
||||
color += textureLod(screen_texture, uv - step_uv * 0.35, 0.5) * 0.25;
|
||||
color += textureLod(screen_texture, uv - step_uv * 0.7, 1.0) * 0.21;
|
||||
color += textureLod(screen_texture, uv - step_uv, 1.5) * 0.18;
|
||||
return color;
|
||||
}
|
||||
|
||||
|
||||
void fragment() {
|
||||
vec2 radial = UV - vec2(0.5);
|
||||
vec2 chroma = radial * chromatic_aberration;
|
||||
vec4 center = motion_sample(UV);
|
||||
vec4 center = texture(screen_texture, UV);
|
||||
vec3 color = center.rgb;
|
||||
// The branch is driven by one uniform for the whole draw, so non-turbo
|
||||
// frames avoid eight redundant screen taps without causing warp divergence.
|
||||
// frames avoid two redundant screen taps without causing warp divergence.
|
||||
if (chromatic_aberration > 0.0001) {
|
||||
color.r = motion_sample(UV + chroma).r;
|
||||
color.b = motion_sample(UV - chroma).b;
|
||||
color.r = texture(screen_texture, UV + chroma).r;
|
||||
color.b = texture(screen_texture, UV - chroma).b;
|
||||
}
|
||||
|
||||
// Aspect-correct vignette, always subtle and tightened slightly on turbo.
|
||||
|
||||
@@ -1,29 +0,0 @@
|
||||
[gd_resource type="Theme" load_steps=3 format=3]
|
||||
|
||||
[ext_resource type="FontFile" path="res://assets/fonts/Orbitron-Medium.ttf" id="1_font"]
|
||||
|
||||
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_panel"]
|
||||
bg_color = Color(0.035, 0.05, 0.085, 0.76)
|
||||
border_width_left = 1
|
||||
border_width_top = 1
|
||||
border_width_right = 1
|
||||
border_width_bottom = 1
|
||||
border_color = Color(0.3, 0.7, 1, 0.38)
|
||||
corner_radius_top_left = 8
|
||||
corner_radius_top_right = 8
|
||||
corner_radius_bottom_right = 8
|
||||
corner_radius_bottom_left = 8
|
||||
content_margin_left = 12.0
|
||||
content_margin_top = 8.0
|
||||
content_margin_right = 12.0
|
||||
content_margin_bottom = 8.0
|
||||
|
||||
[resource]
|
||||
default_font = ExtResource("1_font")
|
||||
default_font_size = 14
|
||||
Label/colors/font_color = Color(0.86, 0.94, 1, 1)
|
||||
Label/colors/font_shadow_color = Color(0, 0, 0, 0.72)
|
||||
Label/constants/outline_size = 1
|
||||
Label/constants/shadow_offset_x = 2
|
||||
Label/constants/shadow_offset_y = 2
|
||||
PanelContainer/styles/panel = SubResource("StyleBoxFlat_panel")
|
||||
@@ -6,9 +6,11 @@ Deferred work, in rough priority order. The current architecture (ShipAction/Shi
|
||||
|
||||
The training pipeline is built — see `TRAINING.md` (self-play PPO via the vendored godot_rl_agents bridge, JSON policy export, in-game GDScript inference, eval ladder). Remaining:
|
||||
|
||||
- [ ] Long training runs on the Linux/3090 box to produce actually-good bots; promote further checkpoints into `Game/bots/promoted/` as `medium`/`hard` tiers once they clear `easy.json` in `evaluate.py`.
|
||||
- [ ] Frozen-opponent league: train the live policy against a *pool* of past exported checkpoints, sampled per-episode (today's `--opponent-mode=frozen` only supports one fixed model per run) to prevent self-play strategy collapse on long runs.
|
||||
- [ ] Richer state setter / curriculum: aerial states, wall plays, rebound scenarios as skill grows (beyond the score/defend/draw staging already in place).
|
||||
- [x] Promote generation 4's stage-3 gauntlet policy as the new `Game/bots/promoted/easy.json` baseline.
|
||||
- [ ] Run the generation-5 handling/intercepts/league/teamplay curriculum described in `TRAINING.md`; promote later checkpoints as `medium`/`hard` only after they clear the match and behaviour gates.
|
||||
- [x] Frozen-opponent league plumbing: `--opponent-mode=league` samples a past exported checkpoint per episode; generation 5 Stage 6 supplies the curated pool.
|
||||
- [ ] Extend generation 5's moving aerial-intercept states with wall plays and rebound scenarios after Stage 5 establishes a productive-air-touch baseline.
|
||||
- [ ] Design team-credit rewards and paired 2v2 evaluation before enabling the deferred teamplay stage.
|
||||
|
||||
## Presentation / AAA polish
|
||||
|
||||
@@ -16,14 +18,14 @@ The largest gap between this and a AAA-feeling product is presentation, not code
|
||||
|
||||
- [ ] **Audio — there is none.** Zero sound files, zero `AudioStreamPlayer` nodes, no bus layout. Needs: engine hum pitched to throttle, turbo whoosh, ball impacts scaled by collision impulse, wall scrapes, goal explosion, crowd bed, UI clicks, countdown beeps, music. Can be driven off `Ship`'s existing telemetry signals.
|
||||
- [x] SSAO/SSIL in the arena Environments — cheapest single perceived-quality win available; grounds the ships against the deck and gives the fillets and goal recesses real depth.
|
||||
- [x] VFX on anything that moves: throttle-reactive engine cores and plumes, distinct turbo flames, a speed-scaled ball trail, contact sparks and team-tinted goal bursts.
|
||||
- [x] Impact feedback — intensity-scaled screen shake, unscaled hit-stop, HUD flash and controller rumble on ball contact.
|
||||
- [x] VFX on anything that moves: throttle-reactive engine cores and simple rear flames, a speed-scaled ball trail and team-tinted goal bursts.
|
||||
- [x] Impact feedback — intensity-scaled screen shake, unscaled hit-stop and controller rumble on ball contact.
|
||||
- [x] Camera feel in `ship_camera.gd` — speed-based FOV widening, turbo kick-back and decaying impact shake.
|
||||
- [x] Goal celebration sequence: goal burst, team-tinted flash/title card, dedicated camera cut and slow-motion beat after authoritative score registration and before reset/kickoff.
|
||||
- [x] Local lighting / dynamic GI — four local pitch lights plus SDFGI provide bounce and contact lighting for the runtime-generated arena shell; the shader's `hull_fill` stand-in is retired. (The shell is generated in `_ready`, so it cannot participate in an editor LightmapGI bake.)
|
||||
- [x] Dress `arena_03` — its asteroid field now has mining stations, debris clusters and a distant planet.
|
||||
- [x] Custom font + a real `Theme` resource for the HUD. Packaged Orbitron typography, shared label styling and themed procedural-instrument text replace `ThemeDB.fallback_font`.
|
||||
- [x] Post-processing beyond glow: camera DoF plus speed-scaled motion blur, a cinematic vignette and turbo-driven chromatic aberration.
|
||||
- [ ] Custom font + a real `Theme` resource for the HUD. `ThemeDB.fallback_font` at 10-13 px reads as a debug overlay.
|
||||
- [x] Post-processing beyond glow: a cinematic vignette and turbo-driven chromatic aberration. DoF and motion blur were intentionally omitted after playtesting.
|
||||
|
||||
## Multiplayer (long term)
|
||||
|
||||
|
||||
+84
-9
@@ -162,11 +162,9 @@ flat files there, never touching subdirectories.
|
||||
|
||||
`Game/bots/promoted/<tier>.json` is the small, curated, hand-maintained set
|
||||
actually referenced by the shipped game — currently `easy.json` (promoted
|
||||
2026-07-24 from `curric-s6-unmask`, the strongest checkpoint at the
|
||||
time — note `curric-s6-unmask` was itself generation 1's *failed* unmask
|
||||
stage, so `easy.json` is weaker than `reference-grounded.json` below; a
|
||||
strong generation 4 result should promote a real replacement, plus
|
||||
`medium.json`/`hard.json`) and `reference-grounded.json` (added for
|
||||
2026-08-08 from generation 4's `20260806-1939-curric-s3-gauntlet`; this is
|
||||
the 320M-step MultiDiscrete policy and the foundation for the planned
|
||||
generation-5 curriculum below) and `reference-grounded.json` (added for
|
||||
generation 4 — a copy of generation 3's `curric-s5-aggression`, made before
|
||||
the flat `Game/bots/` dump was scrapped for the redesign, kept as the
|
||||
strongest grounded-era artifact and the fixed yardstick generations 1-3 were
|
||||
@@ -176,6 +174,11 @@ promoted file is never touched by training scripts, never overwritten by a
|
||||
same-named future export, and never disturbed by pruning old experiment
|
||||
files from the flat dump.
|
||||
|
||||
Until distinct `medium.json` and `hard.json` policies earn promotion, the
|
||||
three menu tiers all run this same `easy.json` policy at its full trained
|
||||
cadence (`reaction_ticks=8`, `action_noise=0`). The tiers are labels only;
|
||||
the game does not manufacture difficulty gaps by handicapping this model.
|
||||
|
||||
To promote a new bot into a tier: copy the chosen `Game/bots/<experiment>.json`
|
||||
to `Game/bots/promoted/<tier>.json` (overwriting the old one), and note the
|
||||
source experiment + date in this section. Do this for `medium.json`/
|
||||
@@ -493,10 +496,13 @@ alone (`train.py` only forwards a flag when you pass it), so ordinary runs
|
||||
are unaffected. Full flag list: `--opponent-mode {self_play,inert,frozen}`,
|
||||
`--opponent-model <path>` (for `frozen`), `--draw-penalty`,
|
||||
`--attack-goal-bias`, `--kickoff-chance`, `--near-goal-chance`,
|
||||
`--air-drill-chance` (generation 4's state-setter aerial curriculum),
|
||||
`--velocity-to-ball-weight`, `--ball-distance-penalty`, `--ball-touch-reward`,
|
||||
`--airborne-penalty`, `--tilt-penalty`, `--ball-velocity-to-goal-weight`,
|
||||
`--goal-reward`. (`--vertical-ramp`/`--pitch-roll-ramp` are gone — generation
|
||||
`--air-drill-chance`, `--air-intercept-chance`, `--team-size`,
|
||||
`--velocity-to-ball-weight`, `--forward-velocity-to-ball-weight`,
|
||||
`--ball-distance-penalty`, `--ball-touch-reward`, `--airborne-penalty`,
|
||||
`--tilt-penalty`, `--ground-tilt-penalty`, `--speed-reward-weight`,
|
||||
`--ball-velocity-to-goal-weight`, `--goal-reward`, and
|
||||
`--opponent-pool` with `--opponent-mode=league`.
|
||||
(`--vertical-ramp`/`--pitch-roll-ramp` are gone — generation
|
||||
4 has no locomotion mask/ramp to control.)
|
||||
|
||||
### Running it automatically
|
||||
@@ -546,6 +552,75 @@ Running a stage by hand (e.g. to experiment with flags before trusting the
|
||||
orchestrator) still works exactly as the table above describes — just call
|
||||
`next_run.sh`/`run_training.sh` directly with that stage's flags.
|
||||
|
||||
### Generation 5 follow-on
|
||||
|
||||
Generation 4's stage-3 export is the foundation rather than a throwaway
|
||||
baseline: all generation-5 stages resume from
|
||||
`checkpoints/20260806-1939-curric-s3-gauntlet/final.zip`. Its match results
|
||||
are strong, but playtesting and its final telemetry expose the next learning
|
||||
targets: it spends about 39% of play above the airborne threshold while only
|
||||
about 0.04% of episode-level touches are aerial, and it often travels on its
|
||||
side and strikes the ball with its roof. This is a successful scoring policy
|
||||
that now needs control quality and a more productive use of flight.
|
||||
|
||||
Turbo remains forward-only for players and policies: it activates only with
|
||||
positive forward thrust and multiplies the resulting combined thrust vector.
|
||||
Generation 5 preserves the same control contract Stage 3 was trained under.
|
||||
|
||||
Generation 5 adds three episode telemetry signals to TensorBoard:
|
||||
`upright_fraction` (low-altitude ticks with the
|
||||
ship's up vector substantially upright), `forward_motion_fraction`
|
||||
(low-altitude moving ticks whose planar velocity points broadly along the
|
||||
nose), and `productive_air_touch_fraction` (touches above the aerial height
|
||||
that send the ball toward the attack goal). The automatic gates are
|
||||
deliberately conservative catastrophe floors; every stage records its final
|
||||
500-rollout tail means in `generation5_state.json` so later threshold changes
|
||||
can be based on evidence instead of a single watched match.
|
||||
|
||||
| Stage | Regime | Budget | Learning target | Advancement gate |
|
||||
|---|---|---:|---|---|
|
||||
| 4 — `handling` | Self-play, current balanced start mix | 40M (~4h) | Prefer upright, nose-led travel near the floor. Replace the orientation-agnostic speed bonus with low-altitude forward-motion shaping, and apply the stronger tilt cost only near the floor so pitch/roll remain free in genuine aerial play. | Before Stage 5: at least 80% training goal rate, at least 80% non-draw rate in the paired evaluation versus promoted Stage 3, no clear head-to-head regression, no more than 20% physical-side win imbalance, and the upright/forward-motion telemetry floors. |
|
||||
| 5 — `intercepts` | Self-play with 40–50% improved air-intercept starts | 60M (~6h) | Convert existing vertical movement into useful aerial touches. Spawn a moving high ball on reachable attacking and defensive trajectories, away from walls, so contact is instrumental to scoring or saving rather than independently rewarded. | No clear regression versus Stage 4; productive aerial-touch telemetry must improve materially without reducing upright/forward-motion telemetry back to the Stage-3 baseline. |
|
||||
| 6 — `league` | Live policy against a frozen opponent sampled per episode from Stage 3, Stage 4, and Stage 5 | 100M (~10h) | Prevent a narrow self-play equilibrium and consolidate ground handling, aerial interception, attack, and defence against distinct styles. | No clear head-to-head regression against any pool member plus conservative handling/aerial telemetry floors. Promote the passing result to `medium.json` after these recorded evaluations support it. |
|
||||
|
||||
Stage 7 teamplay remains deliberately unconfigured. The fixed roster
|
||||
observation and `team_size` plumbing can run 2v2, but there is no paired 2v2
|
||||
evaluation or team-credit reward yet; spending 120M steps without those gates
|
||||
would make a pass meaningless.
|
||||
|
||||
`training/generation5.py` implements Stages 4–6 separately from the completed
|
||||
generation-4 orchestrator and state. It always begins Stage 4 from
|
||||
`checkpoints/20260806-1939-curric-s3-gauntlet/final.zip`, then resumes each
|
||||
later stage from its passing predecessor. `generation5.sh` runs it detached,
|
||||
and retries/blocks use the same restart-safe pattern as the earlier
|
||||
curriculum:
|
||||
|
||||
```bash
|
||||
cd training
|
||||
.venv/bin/python generation5.py --dry-run # print and validate the next command only
|
||||
./generation5.sh # run/resume in tmux
|
||||
tmux attach -t cosmic-generation5
|
||||
cat generation5_state.json
|
||||
```
|
||||
|
||||
Stage 4 removes the generic speed bonus, halves the old orientation-agnostic
|
||||
closing reward, and adds a nose-led planar approach reward plus a tilt cost
|
||||
that fades to zero by 3m altitude. Its scoring gates deliberately run before
|
||||
Stage 5: becoming upright is not progress if the resulting policy stops
|
||||
finishing goals. Stage 5 adds moving high-ball intercept
|
||||
starts aimed toward real goals rather than a standalone air-touch reward.
|
||||
Stage 6's `league` opponent mode samples a historical exported policy at each
|
||||
episode reset. Each later stage preserves the preceding shaping and adds one
|
||||
new difficulty.
|
||||
|
||||
The physical-side gate is separate from the model-vs-model score. A paired
|
||||
side swap can make an identical policy appear perfectly balanced overall even
|
||||
when the Player 2 ship never functions. This caught the canonical action-frame
|
||||
bug exposed by Stage 3's pitch/roll use: team 1 observations are rotated 180°
|
||||
about Y, but rotation commands feed world-space torque, so team 1 pitch and
|
||||
roll must be rotated back (X/Z signs inverted). Thrust remains unchanged
|
||||
because it is applied through the ship's local basis.
|
||||
|
||||
## Self-play notes
|
||||
|
||||
By default both ships share the live policy (mirrored, team-relative
|
||||
|
||||
+85
-28
@@ -2,8 +2,9 @@
|
||||
|
||||
Uses the same in-Godot inference path that ships in the game
|
||||
(AIShipController + PolicyNetwork), so eval strength = in-game strength.
|
||||
Episodes are golden-goal: first goal wins, timeout is a draw. Half the
|
||||
episodes are played with sides swapped for fairness. Results are appended to
|
||||
Episodes are golden-goal: first goal wins, timeout is a draw. Every randomized
|
||||
starting state is played twice with sides swapped, so physical-team or arena
|
||||
asymmetry cannot be mistaken for model strength. Results are appended to
|
||||
eval_history.json — the bot-progress-over-time record.
|
||||
|
||||
Example:
|
||||
@@ -47,9 +48,9 @@ def run_half(
|
||||
f"--env_seed={seed}",
|
||||
]
|
||||
# Must match how each model was actually trained (see AIShipController's
|
||||
# allow_vertical/allow_pitch_roll) — a curriculum stage 1/2 model never
|
||||
# got a reward gradient on these axes, so leaving them unmasked here adds
|
||||
# untrained aerial noise the model's own training never had to contend with.
|
||||
# allow_vertical/allow_pitch_roll) — a grounded pre-generation-4 model
|
||||
# never got a reward gradient on these axes, so leaving them unmasked here
|
||||
# adds untrained aerial noise its training never had to contend with.
|
||||
if grounded_a:
|
||||
cmd += ["--eval_allow_vertical_a=false", "--eval_allow_pitch_roll_a=false"]
|
||||
if grounded_b:
|
||||
@@ -62,48 +63,95 @@ def run_half(
|
||||
raise RuntimeError(f"No EVAL_RESULT in godot output:\n{result.stdout[-2000:]}\n{result.stderr[-2000:]}")
|
||||
|
||||
|
||||
def evaluate_pair(
|
||||
godot_bin: str,
|
||||
model_a: str,
|
||||
model_b: str,
|
||||
episodes: int,
|
||||
speedup: int,
|
||||
seed: int,
|
||||
grounded_a: bool = False,
|
||||
grounded_b: bool = False,
|
||||
) -> dict:
|
||||
"""Replay one seeded state sequence with the models on opposite sides."""
|
||||
if episodes < 2 or episodes % 2 != 0:
|
||||
raise ValueError("--episodes must be an even number of at least 2 for paired side swaps")
|
||||
|
||||
episodes_per_side = episodes // 2
|
||||
first = run_half(
|
||||
godot_bin, model_a, model_b, episodes_per_side, speedup, seed,
|
||||
grounded_a=grounded_a, grounded_b=grounded_b,
|
||||
)
|
||||
second = run_half(
|
||||
godot_bin, model_b, model_a, episodes_per_side, speedup, seed,
|
||||
grounded_a=grounded_b, grounded_b=grounded_a,
|
||||
)
|
||||
|
||||
a_team_0 = {
|
||||
"wins_a": first["goals_a"],
|
||||
"wins_b": first["goals_b"],
|
||||
"draws": first["draws"],
|
||||
}
|
||||
a_team_1 = {
|
||||
"wins_a": second["goals_b"],
|
||||
"wins_b": second["goals_a"],
|
||||
"draws": second["draws"],
|
||||
}
|
||||
record = {
|
||||
"timestamp": datetime.datetime.now(datetime.timezone.utc).isoformat(timespec="seconds"),
|
||||
"model_a": model_a,
|
||||
"model_b": model_b,
|
||||
"seed": seed,
|
||||
"episodes": first["episodes"] + second["episodes"],
|
||||
"wins_a": a_team_0["wins_a"] + a_team_1["wins_a"],
|
||||
"wins_b": a_team_0["wins_b"] + a_team_1["wins_b"],
|
||||
"draws": a_team_0["draws"] + a_team_1["draws"],
|
||||
"side_results": {
|
||||
"a_team_0": a_team_0,
|
||||
"a_team_1": a_team_1,
|
||||
},
|
||||
"physical_team_wins": {
|
||||
"team_0": first["goals_a"] + second["goals_a"],
|
||||
"team_1": first["goals_b"] + second["goals_b"],
|
||||
},
|
||||
}
|
||||
record["win_rate_a"] = round(record["wins_a"] / record["episodes"], 3)
|
||||
return record
|
||||
|
||||
|
||||
def main():
|
||||
parser = argparse.ArgumentParser(description=__doc__)
|
||||
parser.add_argument("model_a", help="Path to first exported policy .json")
|
||||
parser.add_argument("model_b", help="Path to second exported policy .json")
|
||||
parser.add_argument("--episodes", type=int, default=20, help="Total episodes (split across side swap)")
|
||||
parser.add_argument(
|
||||
"--episodes", type=int, default=20,
|
||||
help="Total episodes; must be even so every seeded state is replayed with sides swapped",
|
||||
)
|
||||
parser.add_argument(
|
||||
"--godot_bin",
|
||||
default=os.environ.get("GODOT_BIN", DEFAULT_GODOT_MACOS),
|
||||
help="Path to the Godot binary (or set GODOT_BIN)",
|
||||
)
|
||||
parser.add_argument("--speedup", type=int, default=16)
|
||||
parser.add_argument("--seed", type=int, default=1, help="Seed for the paired starting-state sequence")
|
||||
parser.add_argument("--history", default=str(TRAINING_DIR / "eval_history.json"))
|
||||
parser.add_argument(
|
||||
"--grounded-a", action="store_true", help="model_a was trained with locomotion masked (curriculum stages 1-2)"
|
||||
"--grounded-a", action="store_true", help="model_a was trained with locomotion masked (pre-generation-4 models)"
|
||||
)
|
||||
parser.add_argument(
|
||||
"--grounded-b", action="store_true", help="model_b was trained with locomotion masked (curriculum stages 1-2)"
|
||||
"--grounded-b", action="store_true", help="model_b was trained with locomotion masked (pre-generation-4 models)"
|
||||
)
|
||||
args = parser.parse_args()
|
||||
|
||||
model_a = str(pathlib.Path(args.model_a).resolve())
|
||||
model_b = str(pathlib.Path(args.model_b).resolve())
|
||||
half = max(args.episodes // 2, 1)
|
||||
|
||||
# Half the episodes on each side to cancel any residual side asymmetry;
|
||||
# different seeds so the halves see different randomized episode states.
|
||||
# Groundedness is per physical model, so it swaps sides along with it.
|
||||
first = run_half(args.godot_bin, model_a, model_b, half, args.speedup, seed=1,
|
||||
grounded_a=args.grounded_a, grounded_b=args.grounded_b)
|
||||
second = run_half(args.godot_bin, model_b, model_a, half, args.speedup, seed=2,
|
||||
grounded_a=args.grounded_b, grounded_b=args.grounded_a)
|
||||
|
||||
record = {
|
||||
"timestamp": datetime.datetime.now(datetime.timezone.utc).isoformat(timespec="seconds"),
|
||||
"model_a": model_a,
|
||||
"model_b": model_b,
|
||||
"episodes": first["episodes"] + second["episodes"],
|
||||
"wins_a": first["goals_a"] + second["goals_b"],
|
||||
"wins_b": first["goals_b"] + second["goals_a"],
|
||||
"draws": first["draws"] + second["draws"],
|
||||
}
|
||||
record["win_rate_a"] = round(record["wins_a"] / record["episodes"], 3)
|
||||
try:
|
||||
record = evaluate_pair(
|
||||
args.godot_bin, model_a, model_b, args.episodes, args.speedup, args.seed,
|
||||
grounded_a=args.grounded_a, grounded_b=args.grounded_b,
|
||||
)
|
||||
except ValueError as error:
|
||||
parser.error(str(error))
|
||||
|
||||
history_path = pathlib.Path(args.history)
|
||||
history = json.loads(history_path.read_text()) if history_path.exists() else []
|
||||
@@ -115,6 +163,15 @@ def main():
|
||||
f"{record['wins_a']}-{record['wins_b']} ({record['draws']} draws), "
|
||||
f"win rate A = {record['win_rate_a']:.0%}"
|
||||
)
|
||||
a_team_0 = record["side_results"]["a_team_0"]
|
||||
a_team_1 = record["side_results"]["a_team_1"]
|
||||
physical = record["physical_team_wins"]
|
||||
print(
|
||||
f"Paired seed {record['seed']} side split: "
|
||||
f"A as team 0 {a_team_0['wins_a']}-{a_team_0['wins_b']} ({a_team_0['draws']} draws); "
|
||||
f"A as team 1 {a_team_1['wins_a']}-{a_team_1['wins_b']} ({a_team_1['draws']} draws); "
|
||||
f"physical teams 0-1 = {physical['team_0']}-{physical['team_1']}"
|
||||
)
|
||||
print(f"Appended to {history_path}")
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,407 @@
|
||||
"""Run the post-generation-4 curriculum from the promoted Stage-3 policy.
|
||||
|
||||
This is intentionally separate from curriculum.py/curriculum_state.json:
|
||||
generation 4 is a completed lineage and its final checkpoint is generation
|
||||
5's fixed foundation. Stages 4-6 add one difficulty at a time:
|
||||
|
||||
4 handling -- upright, nose-led low-altitude movement
|
||||
5 intercepts -- useful moving-ball aerial interceptions
|
||||
6 league -- robustness against a pool of frozen historical styles
|
||||
|
||||
Each stage resumes from its passing predecessor, exports through the normal
|
||||
run_training.sh parity check, records tail telemetry, and runs a paired
|
||||
100-episode regression evaluation. State is restart-safe in
|
||||
generation5_state.json.
|
||||
"""
|
||||
|
||||
from __future__ import annotations
|
||||
|
||||
import argparse
|
||||
import json
|
||||
import pathlib
|
||||
import subprocess
|
||||
import sys
|
||||
from datetime import datetime
|
||||
|
||||
from tensorboard.backend.event_processing.event_accumulator import EventAccumulator
|
||||
|
||||
TRAINING_DIR = pathlib.Path(__file__).resolve().parent
|
||||
REPO_ROOT = TRAINING_DIR.parent
|
||||
STATE_PATH = TRAINING_DIR / "generation5_state.json"
|
||||
EVAL_HISTORY_PATH = TRAINING_DIR / "eval_history.json"
|
||||
|
||||
FOUNDATION_EXPERIMENT = "20260806-1939-curric-s3-gauntlet"
|
||||
FOUNDATION_CHECKPOINT = TRAINING_DIR / "checkpoints" / FOUNDATION_EXPERIMENT / "final.zip"
|
||||
FOUNDATION_EXPORT = REPO_ROOT / "Game" / "bots" / f"{FOUNDATION_EXPERIMENT}.json"
|
||||
PROMOTED_EASY = REPO_ROOT / "Game" / "bots" / "promoted" / "easy.json"
|
||||
|
||||
MAX_RETRIES = 2
|
||||
EVAL_EPISODES = 100
|
||||
REGRESSION_MARGIN = 0.15
|
||||
STANDING_ARGS = ["--ent-coef", "0.01", "--entropy-floor"]
|
||||
|
||||
# Scoring/ball-direction shaping inherited from generation 4. Handling
|
||||
# replaces half the orientation-agnostic closing reward and all generic speed
|
||||
# reward with nose-led ground approach, while keeping global tilt pressure
|
||||
# small enough for flight and adding a stronger floor-local term.
|
||||
HANDLING_REWARD_FLAGS = [
|
||||
"--velocity-to-ball-weight", "0.04",
|
||||
"--forward-velocity-to-ball-weight", "0.06",
|
||||
"--ball-distance-penalty", "0.01",
|
||||
"--ball-touch-reward", "0.7",
|
||||
"--ball-velocity-to-goal-weight", "0.06",
|
||||
"--goal-reward", "80",
|
||||
"--speed-reward-weight", "0.0",
|
||||
"--tilt-penalty", "0.0002",
|
||||
"--ground-tilt-penalty", "0.003",
|
||||
]
|
||||
|
||||
STAGES = [
|
||||
{
|
||||
"number": 4,
|
||||
"name": "handling",
|
||||
"timesteps": 40_000_000,
|
||||
"flags": [
|
||||
"--opponent-mode", "self_play",
|
||||
"--kickoff-chance", "0.15",
|
||||
"--near-goal-chance", "0.25",
|
||||
"--air-drill-chance", "0.20",
|
||||
"--air-intercept-chance", "0.0",
|
||||
*HANDLING_REWARD_FLAGS,
|
||||
],
|
||||
# Conservative catastrophe floors, not claims of mastery. Tail values
|
||||
# are recorded in state so later thresholds can be based on evidence.
|
||||
"telemetry_floors": {
|
||||
"rollout/goal_rate": 0.80,
|
||||
"rollout/upright_fraction": 0.45,
|
||||
"rollout/forward_motion_fraction": 0.25,
|
||||
},
|
||||
# At least 80% of the paired candidate-vs-Stage-3 episodes must end
|
||||
# in a goal. This is separate from win-rate regression: a draw-heavy
|
||||
# handling policy must not advance merely because neither bot won.
|
||||
"evaluation_goal_rate_floor": 0.80,
|
||||
# The paired side swap also measures physical spawn/team bias. This
|
||||
# catches a broken team-frame action mapping even when model A's
|
||||
# aggregate result looks balanced because it plays both sides.
|
||||
"physical_side_imbalance_ceiling": 0.20,
|
||||
},
|
||||
{
|
||||
"number": 5,
|
||||
"name": "intercepts",
|
||||
"timesteps": 60_000_000,
|
||||
"flags": [
|
||||
"--opponent-mode", "self_play",
|
||||
"--kickoff-chance", "0.10",
|
||||
"--near-goal-chance", "0.20",
|
||||
"--air-drill-chance", "0.10",
|
||||
"--air-intercept-chance", "0.45",
|
||||
*HANDLING_REWARD_FLAGS,
|
||||
],
|
||||
"telemetry_floors": {
|
||||
"rollout/goal_rate": 0.75,
|
||||
"rollout/upright_fraction": 0.40,
|
||||
"rollout/forward_motion_fraction": 0.20,
|
||||
"rollout/productive_air_touch_fraction": 0.005,
|
||||
},
|
||||
"evaluation_goal_rate_floor": 0.75,
|
||||
"physical_side_imbalance_ceiling": 0.20,
|
||||
},
|
||||
{
|
||||
"number": 6,
|
||||
"name": "league",
|
||||
"timesteps": 100_000_000,
|
||||
"flags": [
|
||||
"--opponent-mode", "league",
|
||||
"--kickoff-chance", "0.15",
|
||||
"--near-goal-chance", "0.25",
|
||||
"--air-drill-chance", "0.15",
|
||||
"--air-intercept-chance", "0.25",
|
||||
*HANDLING_REWARD_FLAGS,
|
||||
],
|
||||
"telemetry_floors": {
|
||||
"rollout/goal_rate": 0.70,
|
||||
"rollout/upright_fraction": 0.35,
|
||||
"rollout/forward_motion_fraction": 0.18,
|
||||
"rollout/productive_air_touch_fraction": 0.003,
|
||||
},
|
||||
"evaluation_goal_rate_floor": 0.70,
|
||||
"physical_side_imbalance_ceiling": 0.20,
|
||||
"league_pool": True,
|
||||
},
|
||||
]
|
||||
|
||||
|
||||
def fresh_state() -> dict:
|
||||
return {"stage_index": 0, "attempt": 0, "status": "in_progress", "log": []}
|
||||
|
||||
|
||||
def load_state() -> dict:
|
||||
return json.loads(STATE_PATH.read_text()) if STATE_PATH.exists() else fresh_state()
|
||||
|
||||
|
||||
def save_state(state: dict) -> None:
|
||||
STATE_PATH.write_text(json.dumps(state, indent=2) + "\n")
|
||||
|
||||
|
||||
def passing_entry(state: dict, stage_index: int) -> dict:
|
||||
for entry in state["log"]:
|
||||
if entry["stage_index"] == stage_index and entry["decision"] == "pass":
|
||||
return entry
|
||||
raise RuntimeError(f"No passing generation-5 stage index {stage_index}")
|
||||
|
||||
|
||||
def previous_attempt_entry(state: dict, stage_index: int, attempt: int) -> dict:
|
||||
for entry in reversed(state["log"]):
|
||||
if entry["stage_index"] == stage_index and entry["attempt"] == attempt - 1:
|
||||
return entry
|
||||
raise RuntimeError(f"No previous attempt for stage index {stage_index}, attempt {attempt}")
|
||||
|
||||
|
||||
def resume_checkpoint(state: dict, stage_index: int, attempt: int, foundation: pathlib.Path) -> pathlib.Path:
|
||||
if attempt > 0:
|
||||
exp = previous_attempt_entry(state, stage_index, attempt)["experiment"]
|
||||
return TRAINING_DIR / "checkpoints" / exp / "final.zip"
|
||||
if stage_index == 0:
|
||||
return foundation
|
||||
exp = passing_entry(state, stage_index - 1)["experiment"]
|
||||
return TRAINING_DIR / "checkpoints" / exp / "final.zip"
|
||||
|
||||
|
||||
def reference_export(state: dict, stage_index: int) -> pathlib.Path:
|
||||
if stage_index == 0:
|
||||
return PROMOTED_EASY
|
||||
exp = passing_entry(state, stage_index - 1)["experiment"]
|
||||
return REPO_ROOT / "Game" / "bots" / f"{exp}.json"
|
||||
|
||||
|
||||
def league_pool(state: dict) -> list[pathlib.Path]:
|
||||
stage4 = passing_entry(state, 0)["experiment"]
|
||||
stage5 = passing_entry(state, 1)["experiment"]
|
||||
return [
|
||||
FOUNDATION_EXPORT,
|
||||
REPO_ROOT / "Game" / "bots" / f"{stage4}.json",
|
||||
REPO_ROOT / "Game" / "bots" / f"{stage5}.json",
|
||||
]
|
||||
|
||||
|
||||
def telemetry_tail(experiment: str, count: int = 500) -> dict[str, float]:
|
||||
log_dirs = sorted((TRAINING_DIR / "logs").glob(f"{experiment}_*"))
|
||||
if not log_dirs:
|
||||
return {}
|
||||
event_files = sorted(log_dirs[-1].glob("events.out.tfevents.*"))
|
||||
if not event_files:
|
||||
return {}
|
||||
accumulator = EventAccumulator(str(event_files[-1]), size_guidance={"scalars": 0})
|
||||
accumulator.Reload()
|
||||
result = {}
|
||||
for tag in accumulator.Tags().get("scalars", []):
|
||||
if not tag.startswith("rollout/"):
|
||||
continue
|
||||
values = [point.value for point in accumulator.Scalars(tag)[-count:]]
|
||||
if values:
|
||||
result[tag] = sum(values) / len(values)
|
||||
return result
|
||||
|
||||
|
||||
def telemetry_passes(stage: dict, telemetry: dict[str, float]) -> tuple[bool, list[str]]:
|
||||
failures = []
|
||||
for metric, floor in stage.get("telemetry_floors", {}).items():
|
||||
value = telemetry.get(metric)
|
||||
if value is None:
|
||||
failures.append(f"{metric} missing")
|
||||
elif value < floor:
|
||||
failures.append(f"{metric}={value:.4f} < {floor:.4f}")
|
||||
return not failures, failures
|
||||
|
||||
|
||||
def run_training(state: dict, stage_index: int, attempt: int, args) -> str:
|
||||
stage = STAGES[stage_index]
|
||||
suffix = "" if attempt == 0 else f"-retry{attempt}"
|
||||
experiment = f"{datetime.now().strftime('%Y%m%d-%H%M')}-gen5-s{stage['number']}-{stage['name']}{suffix}"
|
||||
resume = resume_checkpoint(state, stage_index, attempt, pathlib.Path(args.foundation_checkpoint))
|
||||
if not resume.exists():
|
||||
raise FileNotFoundError(f"Resume checkpoint not found: {resume}")
|
||||
cmd = [
|
||||
"./run_training.sh", experiment,
|
||||
"--timesteps", str(stage["timesteps"]),
|
||||
"--n-parallel", str(args.n_parallel),
|
||||
"--speedup", str(args.speedup),
|
||||
"--resume", str(resume),
|
||||
*STANDING_ARGS,
|
||||
*stage["flags"],
|
||||
]
|
||||
if stage.get("league_pool"):
|
||||
pool = league_pool(state)
|
||||
missing = [str(path) for path in pool if not path.exists()]
|
||||
if missing:
|
||||
raise FileNotFoundError(f"League pool models missing: {missing}")
|
||||
cmd += ["--opponent-pool", ",".join(str(path) for path in pool)]
|
||||
print(f"\n=== Generation 5 Stage {stage['number']} {stage['name']} attempt {attempt + 1} ===")
|
||||
print(" ".join(cmd))
|
||||
if args.dry_run:
|
||||
return experiment
|
||||
subprocess.run(cmd, cwd=TRAINING_DIR, check=True)
|
||||
return experiment
|
||||
|
||||
|
||||
def evaluate(experiment: str, reference: pathlib.Path, args) -> dict:
|
||||
candidate = REPO_ROOT / "Game" / "bots" / f"{experiment}.json"
|
||||
cmd = [
|
||||
".venv/bin/python", "evaluate.py", str(candidate), str(reference),
|
||||
"--episodes", str(EVAL_EPISODES), "--speedup", str(args.speedup),
|
||||
]
|
||||
if args.godot_bin:
|
||||
cmd += ["--godot_bin", args.godot_bin]
|
||||
subprocess.run(cmd, cwd=TRAINING_DIR, check=True)
|
||||
return json.loads(EVAL_HISTORY_PATH.read_text())[-1]
|
||||
|
||||
|
||||
def match_passes(record: dict) -> bool:
|
||||
candidate = record["wins_a"] / record["episodes"]
|
||||
reference = record["wins_b"] / record["episodes"]
|
||||
return reference - candidate < REGRESSION_MARGIN
|
||||
|
||||
|
||||
def evaluation_goal_rate(record: dict) -> float:
|
||||
"""Fraction of paired evaluation episodes that ended in either bot scoring."""
|
||||
return (record["wins_a"] + record["wins_b"]) / record["episodes"]
|
||||
|
||||
|
||||
def physical_side_imbalance(record: dict) -> float:
|
||||
"""Absolute physical-team win margin as a fraction of all episodes."""
|
||||
physical = record["physical_team_wins"]
|
||||
return abs(physical["team_0"] - physical["team_1"]) / record["episodes"]
|
||||
|
||||
|
||||
def commit_progress(experiment: str) -> None:
|
||||
subprocess.run(["git", "add", STATE_PATH.name, EVAL_HISTORY_PATH.name], cwd=TRAINING_DIR, check=True)
|
||||
if subprocess.run(["git", "diff", "--cached", "--quiet"], cwd=TRAINING_DIR).returncode == 0:
|
||||
return
|
||||
subprocess.run(
|
||||
["git", "commit", "-m", f"chore(training): generation 5 progress after {experiment}"],
|
||||
cwd=TRAINING_DIR,
|
||||
check=True,
|
||||
)
|
||||
subprocess.run(["git", "push"], cwd=TRAINING_DIR, check=True)
|
||||
|
||||
|
||||
def main() -> None:
|
||||
parser = argparse.ArgumentParser(description=__doc__)
|
||||
parser.add_argument("--n-parallel", type=int, default=14)
|
||||
parser.add_argument("--speedup", type=int, default=16)
|
||||
parser.add_argument("--godot-bin", default=None, help="Godot binary for post-stage evaluation")
|
||||
parser.add_argument("--foundation-checkpoint", default=str(FOUNDATION_CHECKPOINT))
|
||||
parser.add_argument("--force-retry", action="store_true")
|
||||
parser.add_argument("--skip-to-next-stage", action="store_true")
|
||||
parser.add_argument("--dry-run", action="store_true", help="Print the next run command without executing it")
|
||||
args = parser.parse_args()
|
||||
|
||||
state = load_state()
|
||||
if state["status"] == "done":
|
||||
print("Generation 5 is already complete.")
|
||||
return
|
||||
if state["status"] == "blocked":
|
||||
if args.force_retry:
|
||||
state["attempt"] += 1
|
||||
state["status"] = "in_progress"
|
||||
save_state(state)
|
||||
elif args.skip_to_next_stage:
|
||||
state["stage_index"] += 1
|
||||
state["attempt"] = 0
|
||||
state["status"] = "in_progress"
|
||||
save_state(state)
|
||||
else:
|
||||
stage = STAGES[state["stage_index"]]
|
||||
print(f"BLOCKED at Stage {stage['number']} {stage['name']}; inspect {STATE_PATH.name}.")
|
||||
print("Use --force-retry after adjustment or --skip-to-next-stage after human review.")
|
||||
sys.exit(1)
|
||||
|
||||
while state["stage_index"] < len(STAGES):
|
||||
stage_index = state["stage_index"]
|
||||
attempt = state["attempt"]
|
||||
stage = STAGES[stage_index]
|
||||
experiment = run_training(state, stage_index, attempt, args)
|
||||
if args.dry_run:
|
||||
return
|
||||
|
||||
telemetry = telemetry_tail(experiment)
|
||||
telemetry_ok, telemetry_failures = telemetry_passes(stage, telemetry)
|
||||
references = [reference_export(state, stage_index)]
|
||||
if stage.get("league_pool"):
|
||||
references.extend(league_pool(state))
|
||||
# Preserve order while avoiding a duplicate Stage-5 evaluation in
|
||||
# the league stage (its predecessor is also in the pool).
|
||||
references = list(dict.fromkeys(references))
|
||||
records = [evaluate(experiment, reference, args) for reference in references]
|
||||
match_ok = all(match_passes(record) for record in records)
|
||||
evaluation_goal_floor = stage.get("evaluation_goal_rate_floor", 0.0)
|
||||
evaluation_goal_failures = [
|
||||
f"{pathlib.Path(record['model_b']).name}: goal_rate={evaluation_goal_rate(record):.3f} "
|
||||
f"< {evaluation_goal_floor:.3f}"
|
||||
for record in records
|
||||
if evaluation_goal_rate(record) < evaluation_goal_floor
|
||||
]
|
||||
scoring_ok = not evaluation_goal_failures
|
||||
side_imbalance_ceiling = stage.get("physical_side_imbalance_ceiling", 1.0)
|
||||
side_balance_failures = [
|
||||
f"{pathlib.Path(record['model_b']).name}: physical_side_imbalance="
|
||||
f"{physical_side_imbalance(record):.3f} > {side_imbalance_ceiling:.3f}"
|
||||
for record in records
|
||||
if physical_side_imbalance(record) > side_imbalance_ceiling
|
||||
]
|
||||
side_balance_ok = not side_balance_failures
|
||||
decision = "pass" if match_ok and telemetry_ok else "fail"
|
||||
if not scoring_ok or not side_balance_ok:
|
||||
decision = "fail"
|
||||
entry = {
|
||||
"stage_index": stage_index,
|
||||
"stage_number": stage["number"],
|
||||
"stage_name": stage["name"],
|
||||
"experiment": experiment,
|
||||
"attempt": attempt,
|
||||
"telemetry_tail": telemetry,
|
||||
"telemetry_failures": telemetry_failures,
|
||||
"evaluation_goal_failures": evaluation_goal_failures,
|
||||
"side_balance_failures": side_balance_failures,
|
||||
"eval": records[0],
|
||||
"evals": records,
|
||||
"decision": decision,
|
||||
}
|
||||
state["log"].append(entry)
|
||||
print(
|
||||
f"{experiment}: match={'pass' if match_ok else 'fail'}, "
|
||||
f"scoring={'pass' if scoring_ok else 'fail'}, "
|
||||
f"side_balance={'pass' if side_balance_ok else 'fail'}, "
|
||||
f"telemetry={'pass' if telemetry_ok else 'fail'} -> {decision}"
|
||||
)
|
||||
for failure in telemetry_failures:
|
||||
print(f" {failure}")
|
||||
for failure in evaluation_goal_failures:
|
||||
print(f" {failure}")
|
||||
for failure in side_balance_failures:
|
||||
print(f" {failure}")
|
||||
|
||||
if decision == "pass":
|
||||
state["stage_index"] += 1
|
||||
state["attempt"] = 0
|
||||
save_state(state)
|
||||
commit_progress(experiment)
|
||||
continue
|
||||
if attempt >= MAX_RETRIES:
|
||||
state["status"] = "blocked"
|
||||
save_state(state)
|
||||
commit_progress(experiment)
|
||||
print(f"BLOCKED after {MAX_RETRIES + 1} attempts at Stage {stage['number']}.")
|
||||
sys.exit(1)
|
||||
state["attempt"] += 1
|
||||
save_state(state)
|
||||
commit_progress(experiment)
|
||||
|
||||
state["status"] = "done"
|
||||
save_state(state)
|
||||
commit_progress(state["log"][-1]["experiment"])
|
||||
print("Generation 5 complete: handling, intercepts, and league stages passed.")
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Executable
+29
@@ -0,0 +1,29 @@
|
||||
#!/usr/bin/env bash
|
||||
# Run/resume the post-Stage-3 generation-5 curriculum in a detached tmux
|
||||
# session. Safe to disconnect; rerunning attaches to the live session.
|
||||
set -euo pipefail
|
||||
cd "$(dirname "$0")"
|
||||
|
||||
SESSION="cosmic-generation5"
|
||||
TB_PORT=6006
|
||||
|
||||
command -v tmux >/dev/null 2>&1 || { echo "tmux is required: sudo apt install tmux" >&2; exit 1; }
|
||||
|
||||
if tmux has-session -t "$SESSION" 2>/dev/null; then
|
||||
echo "Session '$SESSION' already running — attaching (detach with Ctrl-B then D)."
|
||||
exec tmux attach -t "$SESSION"
|
||||
fi
|
||||
|
||||
tmux new-session -d -s "$SESSION" -n curriculum \
|
||||
".venv/bin/python generation5.py $*; echo; echo '=== generation5.py exited — press Enter to close ==='; read"
|
||||
|
||||
if ! (exec 3<>"/dev/tcp/127.0.0.1/$TB_PORT") 2>/dev/null; then
|
||||
tmux new-window -d -t "$SESSION" -n dashboard \
|
||||
".venv/bin/tensorboard --logdir logs --host 0.0.0.0 --port $TB_PORT"
|
||||
fi
|
||||
|
||||
IP=$(hostname -I 2>/dev/null | awk '{print $1}')
|
||||
echo "Generation 5 started in tmux session '$SESSION'."
|
||||
echo " watch it: tmux attach -t $SESSION"
|
||||
echo " dashboard: http://${IP:-<this-box>}:$TB_PORT"
|
||||
echo " progress: cat generation5_state.json"
|
||||
@@ -0,0 +1,6 @@
|
||||
{
|
||||
"stage_index": 0,
|
||||
"attempt": 0,
|
||||
"status": "in_progress",
|
||||
"log": []
|
||||
}
|
||||
@@ -17,6 +17,7 @@ Usage:
|
||||
"""
|
||||
|
||||
import sys
|
||||
from pathlib import Path
|
||||
|
||||
import gymnasium as gym
|
||||
import numpy as np
|
||||
@@ -30,6 +31,7 @@ from export_policy import ACTION_HEADS
|
||||
# out of order too, not just catch nothing because both sides changed
|
||||
# together.
|
||||
EXPECTED_ORDER = ["rot_x", "rot_y", "rot_z", "thrust_x", "thrust_y", "thrust_z", "turbo"]
|
||||
GAME_SCRIPTS = Path(__file__).resolve().parents[1] / "Game" / "scripts"
|
||||
|
||||
|
||||
def check_action_heads_match_expected_order() -> None:
|
||||
@@ -87,12 +89,23 @@ def check_round_trip_preserves_per_head_values() -> None:
|
||||
np.testing.assert_array_equal(np.asarray(original[head_index]), expected_column)
|
||||
|
||||
|
||||
def check_team_frame_mapping_is_shared() -> None:
|
||||
codec = (GAME_SCRIPTS / "ship_action_codec.gd").read_text()
|
||||
training = (GAME_SCRIPTS / "ship_ai_controller.gd").read_text()
|
||||
inference = (GAME_SCRIPTS / "ai_ship_controller.gd").read_text()
|
||||
assert "action.rotation.x = -action.rotation.x" in codec
|
||||
assert "action.rotation.z = -action.rotation.z" in codec
|
||||
assert "ShipActionCodec.apply_team_frame(" in training
|
||||
assert "ShipActionCodec.apply_team_frame(" in inference
|
||||
|
||||
|
||||
def main() -> int:
|
||||
checks = [
|
||||
check_action_heads_match_expected_order,
|
||||
check_gymnasium_sorts_to_expected_order,
|
||||
check_action_space_processor_produces_expected_multi_discrete,
|
||||
check_round_trip_preserves_per_head_values,
|
||||
check_team_frame_mapping_is_shared,
|
||||
]
|
||||
for check in checks:
|
||||
check()
|
||||
|
||||
@@ -0,0 +1,62 @@
|
||||
"""Offline regression checks for evaluate.py's paired side-swap logic."""
|
||||
|
||||
import unittest
|
||||
from unittest.mock import patch
|
||||
|
||||
import evaluate
|
||||
|
||||
|
||||
class EvaluatePairTests(unittest.TestCase):
|
||||
@patch("evaluate.run_half")
|
||||
def test_replays_same_seed_with_models_and_masks_swapped(self, run_half) -> None:
|
||||
run_half.side_effect = [
|
||||
{"episodes": 4, "goals_a": 3, "goals_b": 1, "draws": 0},
|
||||
{"episodes": 4, "goals_a": 2, "goals_b": 1, "draws": 1},
|
||||
]
|
||||
|
||||
record = evaluate.evaluate_pair(
|
||||
"godot", "candidate.json", "reference.json", 8, 16, 42,
|
||||
grounded_a=False, grounded_b=True,
|
||||
)
|
||||
|
||||
self.assertEqual(run_half.call_args_list[0].args, ("godot", "candidate.json", "reference.json", 4, 16, 42))
|
||||
self.assertEqual(run_half.call_args_list[1].args, ("godot", "reference.json", "candidate.json", 4, 16, 42))
|
||||
self.assertEqual(
|
||||
run_half.call_args_list[0].kwargs,
|
||||
{"grounded_a": False, "grounded_b": True},
|
||||
)
|
||||
self.assertEqual(
|
||||
run_half.call_args_list[1].kwargs,
|
||||
{"grounded_a": True, "grounded_b": False},
|
||||
)
|
||||
self.assertEqual(record["wins_a"], 4)
|
||||
self.assertEqual(record["wins_b"], 3)
|
||||
self.assertEqual(record["draws"], 1)
|
||||
self.assertEqual(record["physical_team_wins"], {"team_0": 5, "team_1": 2})
|
||||
self.assertEqual(record["side_results"]["a_team_0"]["wins_a"], 3)
|
||||
self.assertEqual(record["side_results"]["a_team_1"]["wins_a"], 1)
|
||||
|
||||
def test_rejects_unpaired_episode_counts(self) -> None:
|
||||
for episodes in (0, 1, 3, 99):
|
||||
with self.subTest(episodes=episodes):
|
||||
with self.assertRaisesRegex(ValueError, "even number"):
|
||||
evaluate.evaluate_pair("godot", "a", "b", episodes, 16, 1)
|
||||
|
||||
@patch("evaluate.run_half")
|
||||
def test_identical_policy_results_cancel_physical_side_bias(self, run_half) -> None:
|
||||
# Replaying the same deterministic matchup must produce the same
|
||||
# physical-team result. Model A receives opposite sides in the two
|
||||
# halves, so even a large team-0 advantage cancels exactly.
|
||||
physical_result = {"episodes": 10, "goals_a": 8, "goals_b": 1, "draws": 1}
|
||||
run_half.side_effect = [physical_result, physical_result]
|
||||
|
||||
record = evaluate.evaluate_pair("godot", "same.json", "same.json", 20, 16, 7)
|
||||
|
||||
self.assertEqual(record["wins_a"], 9)
|
||||
self.assertEqual(record["wins_b"], 9)
|
||||
self.assertEqual(record["draws"], 2)
|
||||
self.assertEqual(record["win_rate_a"], 0.45)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
@@ -0,0 +1,89 @@
|
||||
"""Offline checks for the generation-5 stage configuration and gates."""
|
||||
|
||||
import unittest
|
||||
|
||||
import generation5
|
||||
|
||||
|
||||
def flag_value(flags: list[str], name: str) -> str:
|
||||
index = flags.index(name)
|
||||
return flags[index + 1]
|
||||
|
||||
|
||||
class Generation5ConfigTests(unittest.TestCase):
|
||||
def test_stage_sequence_and_lineage(self) -> None:
|
||||
self.assertEqual([stage["number"] for stage in generation5.STAGES], [4, 5, 6])
|
||||
state = generation5.fresh_state()
|
||||
checkpoint = generation5.resume_checkpoint(
|
||||
state, stage_index=0, attempt=0, foundation=generation5.FOUNDATION_CHECKPOINT
|
||||
)
|
||||
self.assertEqual(checkpoint, generation5.FOUNDATION_CHECKPOINT)
|
||||
|
||||
def test_start_state_probabilities_leave_random_remainder(self) -> None:
|
||||
for stage in generation5.STAGES:
|
||||
flags = stage["flags"]
|
||||
total = sum(
|
||||
float(flag_value(flags, name))
|
||||
for name in (
|
||||
"--kickoff-chance",
|
||||
"--near-goal-chance",
|
||||
"--air-drill-chance",
|
||||
"--air-intercept-chance",
|
||||
)
|
||||
)
|
||||
with self.subTest(stage=stage["name"]):
|
||||
self.assertLessEqual(total, 1.0)
|
||||
|
||||
def test_only_league_stage_requests_pool(self) -> None:
|
||||
self.assertEqual(
|
||||
[stage["name"] for stage in generation5.STAGES if stage.get("league_pool")],
|
||||
["league"],
|
||||
)
|
||||
self.assertEqual(flag_value(generation5.STAGES[2]["flags"], "--opponent-mode"), "league")
|
||||
|
||||
def test_telemetry_floors_fail_closed_on_missing_metric(self) -> None:
|
||||
ok, failures = generation5.telemetry_passes(
|
||||
generation5.STAGES[0], {"rollout/upright_fraction": 1.0}
|
||||
)
|
||||
self.assertFalse(ok)
|
||||
self.assertIn("rollout/forward_motion_fraction missing", failures)
|
||||
|
||||
def test_match_gate_only_blocks_clear_regression(self) -> None:
|
||||
self.assertTrue(
|
||||
generation5.match_passes({"wins_a": 40, "wins_b": 54, "episodes": 100})
|
||||
)
|
||||
self.assertFalse(
|
||||
generation5.match_passes({"wins_a": 40, "wins_b": 55, "episodes": 100})
|
||||
)
|
||||
|
||||
def test_evaluation_goal_rate_counts_either_scorer(self) -> None:
|
||||
self.assertEqual(
|
||||
generation5.evaluation_goal_rate(
|
||||
{"wins_a": 45, "wins_b": 35, "draws": 20, "episodes": 100}
|
||||
),
|
||||
0.8,
|
||||
)
|
||||
|
||||
def test_physical_side_imbalance_exposes_broken_player_slot(self) -> None:
|
||||
self.assertEqual(
|
||||
generation5.physical_side_imbalance(
|
||||
{
|
||||
"physical_team_wins": {"team_0": 90, "team_1": 5},
|
||||
"episodes": 100,
|
||||
}
|
||||
),
|
||||
0.85,
|
||||
)
|
||||
self.assertEqual(
|
||||
generation5.physical_side_imbalance(
|
||||
{
|
||||
"physical_team_wins": {"team_0": 42, "team_1": 38},
|
||||
"episodes": 100,
|
||||
}
|
||||
),
|
||||
0.04,
|
||||
)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
unittest.main()
|
||||
+46
-5
@@ -62,8 +62,7 @@ class GoalRateCallback(BaseCallback):
|
||||
|
||||
|
||||
class FlightTelemetryCallback(BaseCallback):
|
||||
"""Logs rollout/{airborne_fraction,mean_altitude,air_touch_fraction,
|
||||
vertical_thrust_mean} — leading indicators for curriculum generation 4's
|
||||
"""Logs flight and handling telemetry — leading indicators for curriculum generation 4's
|
||||
core hypothesis (a discrete action space lets the policy actually hold a
|
||||
sustained vertical set-point, e.g. hovering), visible from the very
|
||||
first rollout instead of only in a win-rate number measured a full
|
||||
@@ -72,7 +71,15 @@ class FlightTelemetryCallback(BaseCallback):
|
||||
"airborne_fraction", "mean_altitude", "air_touch_fraction",
|
||||
"vertical_thrust_mean")) — see ShipAIController.get_info."""
|
||||
|
||||
_KEYS = ("airborne_fraction", "mean_altitude", "air_touch_fraction", "vertical_thrust_mean")
|
||||
_KEYS = (
|
||||
"airborne_fraction",
|
||||
"mean_altitude",
|
||||
"air_touch_fraction",
|
||||
"vertical_thrust_mean",
|
||||
"productive_air_touch_fraction",
|
||||
"upright_fraction",
|
||||
"forward_motion_fraction",
|
||||
)
|
||||
|
||||
def _on_step(self) -> bool:
|
||||
return True
|
||||
@@ -287,13 +294,18 @@ def parse_args():
|
||||
)
|
||||
curriculum.add_argument(
|
||||
"--opponent-mode",
|
||||
choices=["self_play", "inert", "frozen"],
|
||||
choices=["self_play", "inert", "frozen", "league"],
|
||||
default=None,
|
||||
help="self_play (default): both ships are live trainees. inert: team 1 is a "
|
||||
"do-nothing placeholder (isolated scoring practice). frozen: team 1 runs a "
|
||||
"fixed exported policy (--opponent-model)",
|
||||
"fixed exported policy (--opponent-model); league: sample a fixed policy per episode "
|
||||
"from --opponent-pool",
|
||||
)
|
||||
curriculum.add_argument("--opponent-model", default=None, help="Exported policy .json for --opponent-mode=frozen")
|
||||
curriculum.add_argument(
|
||||
"--opponent-pool", default=None,
|
||||
help="Comma-separated exported policy paths for --opponent-mode=league; one is sampled per episode",
|
||||
)
|
||||
curriculum.add_argument(
|
||||
"--draw-penalty", type=float, default=None, help="One-time penalty when an episode times out with no goal"
|
||||
)
|
||||
@@ -310,6 +322,14 @@ def parse_args():
|
||||
help="Overrides air_drill_chance: ball spawned high, both ships spawned low and lateral — "
|
||||
"unsolvable without climbing (curriculum generation 4's state-setter aerial curriculum)",
|
||||
)
|
||||
curriculum.add_argument(
|
||||
"--air-intercept-chance", type=float, default=None,
|
||||
help="Moving high-ball interception starts aimed at a real goal (generation-5 aerial stage)",
|
||||
)
|
||||
curriculum.add_argument(
|
||||
"--team-size", type=int, choices=range(1, 6), default=None,
|
||||
help="Ships per team (1-5); generation-5 automated stages remain 1v1 until 2v2 evaluation exists",
|
||||
)
|
||||
curriculum.add_argument(
|
||||
"--tilt-penalty", type=float, default=None,
|
||||
help="Overrides ShipAIController.tilt_penalty (dense per-tick cost scaled by non-upright tilt)",
|
||||
@@ -318,6 +338,10 @@ def parse_args():
|
||||
"--velocity-to-ball-weight", type=float, default=None,
|
||||
help="Overrides ShipAIController.velocity_to_ball_weight (dense reward for closing speed toward the ball)",
|
||||
)
|
||||
curriculum.add_argument(
|
||||
"--forward-velocity-to-ball-weight", type=float, default=None,
|
||||
help="Low-altitude dense reward for nose-led planar approach toward the ball",
|
||||
)
|
||||
curriculum.add_argument(
|
||||
"--ball-distance-penalty", type=float, default=None,
|
||||
help="Overrides ShipAIController.ball_distance_penalty (dense per-tick cost scaled by distance to the ball)",
|
||||
@@ -330,6 +354,14 @@ def parse_args():
|
||||
"--airborne-penalty", type=float, default=None,
|
||||
help="Overrides ShipAIController.airborne_penalty (dense per-tick cost scaled by height above the floor)",
|
||||
)
|
||||
curriculum.add_argument(
|
||||
"--ground-tilt-penalty", type=float, default=None,
|
||||
help="Low-altitude-only tilt cost that fades to zero by the handling-height threshold",
|
||||
)
|
||||
curriculum.add_argument(
|
||||
"--speed-reward-weight", type=float, default=None,
|
||||
help="Overrides the orientation-agnostic own-speed reward (generation 5 handling sets it to zero)",
|
||||
)
|
||||
curriculum.add_argument(
|
||||
"--ball-velocity-to-goal-weight", type=float, default=None,
|
||||
help="Overrides ShipAIController.ball_velocity_to_goal_weight (dense reward for the ball's velocity toward the attack goal)",
|
||||
@@ -349,16 +381,22 @@ def _curriculum_kwargs(args) -> dict:
|
||||
mapping = {
|
||||
"opponent_mode": args.opponent_mode,
|
||||
"opponent_model": args.opponent_model,
|
||||
"opponent_model_pool": args.opponent_pool,
|
||||
"draw_penalty": args.draw_penalty,
|
||||
"attack_goal_bias": args.attack_goal_bias,
|
||||
"kickoff_state_chance": args.kickoff_chance,
|
||||
"ball_near_goal_chance": args.near_goal_chance,
|
||||
"air_drill_chance": args.air_drill_chance,
|
||||
"air_intercept_chance": args.air_intercept_chance,
|
||||
"team_size": args.team_size,
|
||||
"ai_tilt_penalty": args.tilt_penalty,
|
||||
"ai_ground_tilt_penalty": args.ground_tilt_penalty,
|
||||
"ai_velocity_to_ball_weight": args.velocity_to_ball_weight,
|
||||
"ai_forward_velocity_to_ball_weight": args.forward_velocity_to_ball_weight,
|
||||
"ai_ball_distance_penalty": args.ball_distance_penalty,
|
||||
"ai_ball_touch_reward": args.ball_touch_reward,
|
||||
"ai_airborne_penalty": args.airborne_penalty,
|
||||
"ai_speed_reward_weight": args.speed_reward_weight,
|
||||
"ai_ball_velocity_to_goal_weight": args.ball_velocity_to_goal_weight,
|
||||
"goal_reward": args.goal_reward,
|
||||
}
|
||||
@@ -395,6 +433,9 @@ def main():
|
||||
"mean_altitude",
|
||||
"air_touch_fraction",
|
||||
"vertical_thrust_mean",
|
||||
"productive_air_touch_fraction",
|
||||
"upright_fraction",
|
||||
"forward_motion_fraction",
|
||||
),
|
||||
)
|
||||
|
||||
|
||||
Reference in New Issue
Block a user